Bard - Class Tree

Bard (Not Playable in Starter Set)

Musical enchanters who blend performance and combat into a single flowing art, Bards weave spells through melody, rhythm, and song, inspiring allies to supernatural performance, confusing enemies into disarray, and reshaping the battlefield's emotional landscape through instruments that are as much weapon as they are art. Centyrs have a natural affinity for this class.

Place Holder awaiting Image.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Alignment: Alignments range from Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.

To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).

Higher Power: Path Dependent (see Path below)

Bard's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.

To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.

To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).

Favored Races:
Centyr +5, Elf (High) +5, Brownling +5, Gnome +5, Halfling† +5, Dwarf (Common)† +5, Human† +5

†Halfling, Dwarf, and Human Playable with Starter Set.

Averse Races: Ogre -5, Dwarf, Common -5, Orcus -5, Leshy -5, Skrath -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Bard's Cadence, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Crescendo, Once Per Day the Bard builds to a climactic verse, granting every ally within earshot an extra action on their next turn.

Extra 1d6 + LVL psychic damage on Critical Hits.
Once per encounter, Bards can Flourish their instrument to grant an ally advantage on their next Talent Roll.

Bards get +5 feet their base movement speed, once per encounter.

Bards get +4 plus their CHARISMA SCR on Persuasion checks.


Bard Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Percussionist - A percussion-driven Bard who overwhelms enemies with rhythm and volume rather than melody.
  Alignment: Ambivalent
  Observance: None. Ambivalent Paths answer to no god and no patron at all.
  No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
  a. Distorter - A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
  b. Pounder - A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
  c. Rattler - A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
ii. Serenade - A vocal Bard whose serenades charm and beguile, turning enemies into willing participants in the Bard's own song.
  Alignment: Evil
  Observance: Offering and dominion. Devotion is paid in what it costs someone.
  Will not share a Character with: Lawful and Moral.
  The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
  a. Charmer - A Serenade who bends enemy will with a voice too beguiling to resist.
  b. Songbird - A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
  c. Sprite - A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
iii. Strumalong - A string-instrument Bard whose melodies snare enemies in debts and favors they can't escape.
  Alignment: Amoral
  Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
  Will not share a Character with: Moral.
  The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
  a. Melodist - A Strumalong devoted to pure melody, weaving spellsong into every note.
  b. Plucker - A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
  c. Stroller - A wandering Strumalong who plays best on the move, never settling in one place.

Favorite Talent and Profession Trees
Talent Trees: Trader
Professions: Body Artist, Holo-Artist, Cook

No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Bard Tier Armaments
Select to Expand Armaments
Armor Threshold (Tier): Light Grade. Armor heavier than Light will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).

Weapon Proficiency (Tier): Variant: Telluric or TAW. Type: Magic. Hand: 1h (Main). Distance: Melee. Style: Instrument (string, drum, keyed, or wind). Forbidden: Chthonic Variant. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.

▾ Collapse Armament


Bard Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Armaments reminder: Delicate or Light armor; Weapon Style: none, 1h Instrument (string, drum, keyed, or wind), see each Path below for how this widens past LVL 5 into Strum, Percussion, Keyed, Lullaby, or Wind. Weapon Type: Tactical or TAW for Martial, Magic for Spell (Martial is struck or beaten directly through the instrument, close and percussive, Spell is sung or played out at range, not incantations; TAW Martial covers electric instruments, common among Omnè Bards). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Tier Abilities (Bard)
Expand Ability Tree
LVL 1 Bard Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Discordant Strike
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A jarring off-key note struck at close range, the first flicker of a Bard's own instrument turned weapon... refer to Ability Card.
  • (Slot B) Off-Key Jab
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A quick jab struck on a deliberately sour note... refer to Ability Card.
  • (Slot C) Steady Beat
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A guarding rhythm kept close and even... refer to Ability Card.
  • (Slot A) Lulling Verse
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A soft verse sung to settle self or an ally... refer to Ability Card.
  • (Slot B) Piercing Note
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A single note pitched to carry straight through a foe's guard... refer to Ability Card.
  • (Slot C) Soothing Song
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A quiet song hummed over a wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Bard Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Battle Hymn Strike
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A close blow timed to a battle-hymn's own beat, turning rhythm itself into a weapon... refer to Ability Card.
  • (Slot B) Rallying Chord
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A chord struck to rally the nearest ally mid-swing... refer to Ability Card.
  • (Slot C) Steadfast Rhythm
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A rhythm held steady against the next blow... refer to Ability Card.
  • (Slot A) Battle Hymn Ward
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A hymn sung over self or an ally before the battle's own beat lands... refer to Ability Card.
  • (Slot B) Piercing Chord
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A chord pitched to carry straight through a foe's guard... refer to Ability Card.
  • (Slot C) Mending Verse
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A verse hummed over a wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Bard Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Sharp Refrain
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A biting phrase struck right behind the blow, a Bard's earliest lesson that a song can cut as deep as steel... refer to Ability Card.
  • (Slot B) Cutting Verse
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A verse struck sharp enough to draw blood... refer to Ability Card.
  • (Slot C) Guarded Refrain
    ATTKRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence
    Cost: 2 Stamina
    Uses: Unlimited
    A refrain kept close and guarded against the next blow... refer to Ability Card.
  • (Slot A) Refrain's Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A refrain sung as a shield over self or an ally... refer to Ability Card.
  • (Slot B) Sharp Note
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A note pitched sharp enough to cut as deep as steel... refer to Ability Card.
  • (Slot C) Refrain's Mending
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A refrain hummed over a wound, self or ally... refer to Ability Card.
Bard Paths †
† For Branches, refer to LVL 20 of each Path
i. Percussionist (Penalties and Bonuses TBA)
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A percussion-driven Bard who overwhelms enemies with rhythm and volume rather than melody. (LVL 4-20)
(see Percussionist Path and Branch Abilities Below)
Percussionist Path
Select to Expand Armaments
Weapon Proficiency (Culture, Percussionist) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Percussion or Keyed (1h or 2h drum or keyed Instrument, e.g. a xylophone strapped on like a drum; electronic drum kit or synth-keyed rig for TAW/Omnè Bards). Weapon Type: Tactical or TAW for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Percussionist):
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate or Light (Drumhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Percussionist Branches
◆ Distorter (LVL 21-30)
A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
Distorter Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Distorter Branch chosen at LVL 21 - see Distorter above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Distorter Branch chosen at LVL 21 - see Distorter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Pounder (LVL 21-30)
A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
Pounder Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Pounder Branch chosen at LVL 21 - see Pounder above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Pounder Branch chosen at LVL 21 - see Pounder above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Rattler (LVL 21-30)
A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
Rattler Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Rattler Branch chosen at LVL 21 - see Rattler above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Rattler Branch chosen at LVL 21 - see Rattler above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Percussionist Abilities (Bard Tier)

Expand Ability Tree Paths
LVL 4 Bard - Percussionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Drumline Slam
    ATTKRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm
    Cost: 2 Stamina
    Uses: Unlimited
    A heavy drum-strike delivered like a blow, the first beat of a Percussionist's own war-drum turned weapon... refer to Ability Card.
  • (Slot B) Beat Down
    ATTKRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm
    Cost: 2 Stamina
    Uses: Unlimited
    A heavy beat driven straight down on a foe... refer to Ability Card.
  • (Slot C) War Drum Guard
    ATTKRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm
    Cost: 2 Stamina
    Uses: Unlimited
    A guarding beat kept in time with the war-drum... refer to Ability Card.
  • (Slot A) Drumline Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A war-drum's own beat sung into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Thundering Call
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A thundering call loosed at a foe... refer to Ability Card.
  • (Slot C) War Drum's Mending
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A war-drum's beat slowed to a mending rhythm, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Bard - Percussionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Rolling Thunder
    ATTKRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm
    Cost: 3 Stamina
    Uses: 3/Round
    A rolling drum-strike that carries a flicker of Fear on the wind, a Percussionist's rhythm already turning the tide before the fight even starts... refer to Ability Card.
  • (Slot B) Rolling Strike
    ATTKRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm
    Cost: 3 Stamina
    Uses: 3/Round
    A drum-strike that rolls straight into a foe's guard... refer to Ability Card.
  • (Slot C) Thunder's Guard
    ATTKRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a rolling thunder already on the wind... refer to Ability Card.
  • (Slot A) Thunder's Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A rolling thunder sung into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Rolling Call
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A rolling call carrying a flicker of Fear, loosed at a foe... refer to Ability Card.
  • (Slot C) Thunder's Mending
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A rolling thunder slowed to a mending rhythm, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Bard - Percussionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) War Drum Call
    A beat that sets a battle's pace, driving the whole line forward before the enemy can answer... refer to Ability Card.
  • (Slot B) Forward Beat
    A beat struck to drive the line forward before the enemy can answer... refer to Ability Card.
  • (Slot C) Pace Guard
    A guard held in time with the battle's own pace... refer to Ability Card.
  • (Slot A) Pace Aegis
    A shield sung in time with the battle's own pace, self or ally... refer to Ability Card.
  • (Slot B) War Call
    A call that sets a battle's pace, loosed at a foe... refer to Ability Card.
  • (Slot C) Forward Mending
    A mending beat sung to keep the line moving forward, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Bard - Percussionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Named Rhythm
    A target called out by name and rhythm both, marking whoever the line should focus down next... refer to Ability Card.
  • (Slot B) Named Strike
    A strike thrown at whoever's just been named and marked... refer to Ability Card.
  • (Slot C) Named Guard
    A guard held over whoever's just been named and marked... refer to Ability Card.
  • (Slot A) Named Aegis
    A shield sung over whoever's just been named and marked, self or ally... refer to Ability Card.
  • (Slot B) Named Call
    A call that names and marks whoever the line should focus down next... refer to Ability Card.
  • (Slot C) Named Mending
    A mending rhythm sung for whoever's just been named, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Bard - Percussionist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Chosen Foe
    Percussionists rally a line to war with drum and challenge, marking their chosen foe for the whole line to finish... refer to Ability Card.
  • (Slot B) Chosen Strike
    Percussionists strike the chosen foe the whole line is set to finish... refer to Ability Card.
  • (Slot C) Chosen Guard
    Percussionists guard the line marked to finish their chosen foe... refer to Ability Card.
  • (Slot A) Chosen Aegis
    Percussionists shield the line marked to finish their chosen foe, self or ally... refer to Ability Card.
  • (Slot B) Chosen Call
    Percussionists rally a line to war with drum and challenge, at range... refer to Ability Card.
  • (Slot C) Chosen Mending
    Percussionists mend the line before the chosen foe is finished, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Bard - Percussionist Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Distorter (LVL 21-30)
A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
Branch: Distorter Abilities (Percussionist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Distorter Branch continues this Path's progression exclusively through LVL 30.
◆ Pounder (LVL 21-30)
A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
Branch: Pounder Abilities (Percussionist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Pounder Branch continues this Path's progression exclusively through LVL 30.
◆ Rattler (LVL 21-30)
A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
Branch: Rattler Abilities (Percussionist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Rattler Branch continues this Path's progression exclusively through LVL 30.
ii. Serenade (Penalties and Bonuses TBA)
Alignment: Evil
Higher Power: TBA (Evil)
A vocal Bard whose serenades charm and beguile, turning enemies into willing participants in the Bard's own song. (LVL 4-20)
(see Serenade Path and Branch Abilities Below)
Serenade Path
Select to Expand Armaments
Weapon Proficiency (Culture, Serenade) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Lullaby or Wind (voice or 1h wind Instrument; amplified voice or electric wind synth for TAW/Omnè Bards). Weapon Type: Tactical or TAW for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Serenade):
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate or Light (Chorus Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Serenade Branches
◆ Charmer (LVL 21-30)
A Serenade who bends enemy will with a voice too beguiling to resist.
Charmer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Charmer Branch chosen at LVL 21 - see Charmer above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Charmer Branch chosen at LVL 21 - see Charmer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Songbird (LVL 21-30)
A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
Songbird Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Songbird Branch chosen at LVL 21 - see Songbird above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Songbird Branch chosen at LVL 21 - see Songbird above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Sprite (LVL 21-30)
A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
Sprite Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Sprite Branch chosen at LVL 21 - see Sprite above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Sprite Branch chosen at LVL 21 - see Sprite above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Serenade Abilities (Bard Tier)

Expand Ability Tree Paths
LVL 4 Bard - Serenade Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Charming Strike
    ATTKRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus
    Cost: 2 Stamina
    Uses: Unlimited
    A flirtatious flourish struck at close range, a Serenade's earliest lesson in turning charm into a weapon... refer to Ability Card.
  • (Slot B) Flirtatious Jab
    ATTKRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus
    Cost: 2 Stamina
    Uses: Unlimited
    A quick jab thrown behind a flirtatious grin... refer to Ability Card.
  • (Slot C) Charmed Guard
    ATTKRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held behind a disarming charm... refer to Ability Card.
  • (Slot A) Charming Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A flirtatious flourish sung into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Charming Note
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A flirtatious note aimed to turn a foe's head... refer to Ability Card.
  • (Slot C) Charming Verse
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A flirtatious verse hummed over a wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Bard - Serenade Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Heartstring Pull
    ATTKRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus
    Cost: 3 Stamina
    Uses: 3/Round
    A plucked note that tugs at will itself, a Serenade learning early how far a heartstring can be stretched before it snaps... refer to Ability Card.
  • (Slot B) Snapped String
    ATTKRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus
    Cost: 3 Stamina
    Uses: 3/Round
    A heartstring pulled until it snaps against a foe's own will... refer to Ability Card.
  • (Slot C) Steady Heartstring
    ATTKRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus
    Cost: 3 Stamina
    Uses: 3/Round
    A heartstring held steady rather than pulled... refer to Ability Card.
  • (Slot A) Heartstring Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A heartstring sung into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Pulled Note
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A note that tugs at a foe's own will, loosed at range... refer to Ability Card.
  • (Slot C) Heartstring's Mending
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A heartstring plucked gently over a wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Bard - Serenade Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Stolen Glance
    A look turned into a weapon, needling a target before they even know they've been struck... refer to Ability Card.
  • (Slot B) Stolen Strike
    A strike thrown the instant a stolen glance lands... refer to Ability Card.
  • (Slot C) Averted Guard
    A guard held behind eyes that never quite meet the foe's own... refer to Ability Card.
  • (Slot A) Stolen Aegis
    A shield sung behind a stolen glance, self or ally... refer to Ability Card.
  • (Slot B) Stolen Note
    A note that needles a target before they even know they've been struck, loosed at range... refer to Ability Card.
  • (Slot C) Averted Mending
    A quiet mending sung behind eyes that never quite meet, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Bard - Serenade Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Open Heart
    A heart read like an open book, marking the smitten for whatever comes next... refer to Ability Card.
  • (Slot B) Smitten Strike
    A strike thrown at whoever's already marked smitten... refer to Ability Card.
  • (Slot C) Open Guard
    A guard held over a heart already read like an open book... refer to Ability Card.
  • (Slot A) Open Aegis
    A shield sung over a heart already read like an open book, self or ally... refer to Ability Card.
  • (Slot B) Smitten Call
    A call that marks the smitten for whatever comes next, at range... refer to Ability Card.
  • (Slot C) Open Mending
    A mending verse sung for a heart already read open, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Bard - Serenade Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Cruel Infatuation
    Serenades turn infatuation into a weapon, marking the smitten for a final, cruel reckoning... refer to Ability Card.
  • (Slot B) Cruel Strike
    Serenades strike the smitten for a final, cruel reckoning... refer to Ability Card.
  • (Slot C) Infatuation's Guard
    Serenades guard whoever's already marked for a cruel reckoning... refer to Ability Card.
  • (Slot A) Infatuation's Aegis
    Serenades shield whoever's already marked for a cruel reckoning, self or ally... refer to Ability Card.
  • (Slot B) Cruel Call
    Serenades turn infatuation into a weapon at range, a final, cruel reckoning... refer to Ability Card.
  • (Slot C) Infatuation's Mending
    Serenades mend whoever's already marked, before the reckoning comes due, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Bard - Serenade Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Charmer (LVL 21-30)
A Serenade who bends enemy will with a voice too beguiling to resist.
Branch: Charmer Abilities (Serenade Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Charmer Branch continues this Path's progression exclusively through LVL 30.
◆ Songbird (LVL 21-30)
A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
Branch: Songbird Abilities (Serenade Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Songbird Branch continues this Path's progression exclusively through LVL 30.
◆ Sprite (LVL 21-30)
A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
Branch: Sprite Abilities (Serenade Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Sprite Branch continues this Path's progression exclusively through LVL 30.
iii. Strumalong (Penalties and Bonuses TBA)
Alignment: Amoral
Higher Power: TBA (Amoral)
A string-instrument Bard whose melodies snare enemies in debts and favors they can't escape. (LVL 4-20)
(see Strumalong Path and Branch Abilities Below)
Strumalong Path
Select to Expand Armaments
Weapon Proficiency (Culture, Strumalong) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Strum (1h string Instrument; electric guitar for TAW/Omnè Bards). Weapon Type: Tactical or TAW for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Strumalong):
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate or Light (Lutewrap Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Strumalong Branches
◆ Melodist (LVL 21-30)
A Strumalong devoted to pure melody, weaving spellsong into every note.
Melodist Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Melodist Branch chosen at LVL 21 - see Melodist above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Melodist Branch chosen at LVL 21 - see Melodist above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Plucker (LVL 21-30)
A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
Plucker Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Plucker Branch chosen at LVL 21 - see Plucker above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Plucker Branch chosen at LVL 21 - see Plucker above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Stroller (LVL 21-30)
A wandering Strumalong who plays best on the move, never settling in one place.
Stroller Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Stroller Branch chosen at LVL 21 - see Stroller above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Stroller Branch chosen at LVL 21 - see Stroller above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Strumalong Abilities (Bard Tier)

Expand Ability Tree Paths
LVL 4 Bard - Strumalong Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Lute Strike
    ATTKRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody
    Cost: 2 Stamina
    Uses: Unlimited
    A sharp string-snap struck like a whip-crack, the first note in a Strumalong's own game of debts and favors... refer to Ability Card.
  • (Slot B) Debtor's Snap
    ATTKRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody
    Cost: 2 Stamina
    Uses: Unlimited
    A string-snap aimed at whoever owes the next favor... refer to Ability Card.
  • (Slot C) Favor's Guard
    ATTKRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held on a promised favor not yet called in... refer to Ability Card.
  • (Slot A) Debt's Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A favor sung into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Called Note
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A note that calls in a debt at range... refer to Ability Card.
  • (Slot C) Kindness Owed
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A favor repaid in a quiet mending song, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Bard - Strumalong Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Cascading Strike
    ATTKRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody
    Cost: 3 Stamina
    Uses: 3/Round
    A rippling run of notes struck in quick succession, a Strumalong's melody spreading to whoever stands closest by... refer to Ability Card.
  • (Slot B) Rippling Strike
    ATTKRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody
    Cost: 3 Stamina
    Uses: 3/Round
    A run of notes that ripples outward with each strike... refer to Ability Card.
  • (Slot C) Spreading Chord
    ATTKRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody
    Cost: 3 Stamina
    Uses: 3/Round
    A guarding chord that spreads to whoever stands closest by... refer to Ability Card.
  • (Slot A) Rippling Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A melody spread into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Cascading Note
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A rippling run of notes loosed at a foe... refer to Ability Card.
  • (Slot C) Spreading Verse
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A verse that spreads its mending to whoever stands closest by, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Bard - Strumalong Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Easy Mark
    A tune that plants a debt in a target's ear, calling it in before they even notice it's there... refer to Ability Card.
  • (Slot B) Marked Note
    A note that marks a target for a debt not yet called in... refer to Ability Card.
  • (Slot C) Guarded Mark
    A guard held over whoever's already marked... refer to Ability Card.
  • (Slot A) Marked Aegis
    A shield sung over whoever's already marked, self or ally... refer to Ability Card.
  • (Slot B) Called Mark
    A tune sung to call in a debt already planted... refer to Ability Card.
  • (Slot C) Easy Mending
    A tune that plants a mending note instead of a debt, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Bard - Strumalong Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Played Hand
    A mark played like a hand of cards, calling in favors before the debt comes due... refer to Ability Card.
  • (Slot B) Dealt Blow
    A blow dealt like the next card in a played hand... refer to Ability Card.
  • (Slot C) Folded Guard
    A guard held close like a folded hand... refer to Ability Card.
  • (Slot A) Played Aegis
    A hand played as a shield over self or an ally... refer to Ability Card.
  • (Slot B) Dealt Note
    A note dealt like the next card in a played hand, loosed at a foe... refer to Ability Card.
  • (Slot C) Folded Mending
    A hand folded quietly over a wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Bard - Strumalong Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Called Debt
    Strumalongs mark a target as an easy bet, calling in the debt with string and bonus Damage on the call... refer to Ability Card.
  • (Slot B) Easy Bet
    Strumalongs strike whoever's already marked as an easy bet... refer to Ability Card.
  • (Slot C) Debtor's Ward
    Strumalongs guard whoever's already marked as an easy bet... refer to Ability Card.
  • (Slot A) Debtor's Aegis
    Strumalongs shield whoever's already marked as an easy bet, self or ally... refer to Ability Card.
  • (Slot B) Called String
    Strumalongs call in the debt with string at range... refer to Ability Card.
  • (Slot C) Easy Mending Bet
    Strumalongs repay an easy bet with a quiet mending song, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Bard - Strumalong Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Melodist (LVL 21-30)
A Strumalong devoted to pure melody, weaving spellsong into every note.
Branch: Melodist Abilities (Strumalong Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Melodist Branch continues this Path's progression exclusively through LVL 30.
◆ Plucker (LVL 21-30)
A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
Branch: Plucker Abilities (Strumalong Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Plucker Branch continues this Path's progression exclusively through LVL 30.
◆ Stroller (LVL 21-30)
A wandering Strumalong who plays best on the move, never settling in one place.
Branch: Stroller Abilities (Strumalong Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Stroller Branch continues this Path's progression exclusively through LVL 30.

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