Enchanter Bards are the dazzling performers of Alavir, known for their unique ability to blend music and magic into unforgettable shows. Their spellcasting emphasizes both spectacle and effectiveness, ensuring each spell and song captivates and mesmerizes their audience. Whether on stage or in the heat of battle, Enchanter Bards use their talents to create magical theatrics that leave onlookers in awe.
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Enchanter Bards believe in the power of core memories created through their performances. They are driven by the idea that a truly unforgettable show can inspire and uplift unlike anything else. Their shows are marked by grand displays of magic and music, featuring shimmering lights, enchanting melodies, awe-inspiring illusions, and pyrotechnics. Every performance is an opportunity to leave a lasting impression, and Enchanter Bards strive to ensure their audience departs with stories to tell.
Playing an Enchanter Bard means embracing the role of the ultimate showman. Your goal is to dazzle and delight, using your magical prowess to enhance your musical performances. Whether you are entertaining a captivated crowd or rallying your allies with a stunning display of spellcraft, you bring light and joy to those around you through your artistry and flair.
At 1st level, You can infuse your spells with the power of Core Memories. When you cast a spell that restores hit points, you can choose to add your Bard level to the amount for each creature healed.
You gain 2 levels of proficiency in Showmanship and Memory skill checks.
At 3rd level, (Recharge 6) Choose an ally within 120 feet of you, shine a healing spotlight on them healing them for (PM)d8 + SM. In addition, any enemies within 10 feet of your target take Radiant damage equal to the damage healed.
At 7th level, You can use your Core Memories feature to add your spellcasting modifier to damaging spells.
At 9th level, (Recharge 3-6) When a creature you can see within 60 feet of you is feared, frightened or charmed, you can make a Showmanship skill check, DC 8 + PM + Bard level, to remove all feared frightened and charmed effects from the creature calming them until the start of your next turn. Recharge this feature immediately after use.
At 12th 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.
At 14th level, Your healing spells & features heal for an additional 10% of missing life rounded up.
When you cast a spell, you can make a Showmanship skill check, DC8 + PM + Bard level. On success, you are refunded half of the spell points used, minimum of 1.
At 17th level, You attempt to reshape a creature’s memories. One creature you touch must make a Cognitive saving throw against your Spellcasting DC, with advantage if they are fighting it. On a failed save, the target is charmed, incapacitated, and unaware of its surroundings but can still hear you. If the target takes damage or is targeted by another spell, this spell ends without modifying any memories.
While charmed, you can alter the target’s memory of an event from the last 24 hours. You can erase the memory, make the target recall it perfectly, change details, or create a new memory. A remove curse or restores the creature’s true memory.
At 19th level, When you cast a healing spell on an ally, you can remove one level of exhaustion from them.