Expanding on the Bard
www.Game4rzsnark.com
Richard H. Schurz
New
class features
Spontaneous
Caster: Choose a daily power of any level you can caste
and a utility power of any level you can caste. 1/day you may loose a daily
or utility power and use that one in it's place.
You may select this class feature in place of Multiclass
versatility.
Instrument
Mastery: When using an instrument to sustain a power with
the resonating keyword you also generate an effect based on the instrument
you’re playing. You cannot change instruments when resonating without ending
the effect. Using an instrument with a resonating effect requires the use
of both your hands, though you may still use the instrument you are playing
as an implement for powers that you use. You may take this class feature in
place of Bardic Virtue.
Lyre:
Enemies who are marked suffer –1 to all their defenses.
Drums:
+1 to the attack rolls of you and all your allies.
Flute:
All enemies suffer a –1 penalty on saving throws.
Harp:
Whenever you or an ally spends a healing surge add 1 + the enhancement bonus
of your harp to the hit points regained.
Horn:
+1 to the speed of and +2 to the AC against opportunity attacks of you and
your allies.
Lute:
+1 to the saving throws of you and all your allies.
Woodwind:
-2 to the will defense of all enemies.
Minstrel
You’ve
learned to fight from a distance, firing crossbow bolts or throwing knives
into the fray while your enchanted lute floats nearby
focusing your energy into potent spell-songs. You often rely on your allies
to keep your foes at bay, or you call monsters to hold them back. Your primary
ability score is charisma. Followed closely by Dexterity
to meet the prerequisites for precision and to bolster your basic ranged attacks.
Wisdom is important if you wish to take the Song of Commanding feat. As you
grow you will focus on resonating and calling powers.
Suggested Class Feature: Instrument Mastery
Suggested Feat: Precision (Human Feat: Song
of Commanding)
Suggested Skills: Arcana,
Bluff, Diplomacy, Insight, Intimidate, Perception
Suggested At-Will Powers: Melody of Blades, Misdirected
Mark, (Human at-will: Guiding strike)
Suggested Encounter Power: Fast Friends
Singing Swordsman
Rather
then cheer from the sidelines you wade into the thick of battle. Carving a path of destruction with your songblade,
learning the tricks of warriors through multiclassing,
and bringing strength to yourself and all who stand with you through your
enchanted songs. Your primary ability score is charisma, followed closely
by constitution. Wisdom is important if you wish to use calling. As you grow
you will primarily choose melee-orientated powers and powers that improve
the fighting abilities of you and your allies.
Suggested Class Feature: Virtue of Valor
Suggested Feat: Toughness (Human Feat: Improved
Majestic Word)
Suggested Skills: Acrobatics, Arcane, Athletics,
Intimidate, Perception
Suggested At-Will Powers: Melody of Blades, War Song
Strike (Human at-will: Guiding Strike)
Suggested Encounter Power: Sudden Finish
Feats
Precision
Prerequisites:
dexterity 15+
Benefit:
You may perform any bard power that has a range of melee as a ranged attack
using a light thrown weapon or simple ranged weapon.
Song
of Commanding
Prerequisites:
wisdom 15+
Benefit:
+2 to all the defenses of any creature conjured by you with a power with the
calling keyword as long as you are sustaining a power with the resonating
keyword.
Master
Linguist
Prerequisites:
11th level, Bard
Benefit:
You speak every language fluently.
New
Keywords
New
Keyword: Resonating. You may only sustain one power with the
resonating keyword at a time.
New
keyword: Calling. A called creature acts on your initiative,
unless otherwise noted a called creature acts as soon as it appears. When
you command it, it can take a minor, move, and standard action that round.
If you don’t command your called creature it will
take no actions for that round. When a called creature reaches 0 hit points
it is destroyed and instantly evaporates. Unless otherwise noted you may dismiss
a called creature as a free action. Unless otherwise noted you can command
a called creature as a free action.
Below are three creatures that are frequently used
in calling.
Fairy Level X minion
Tiny
Fey Humanoid (Fairy)
Initiative +4 Senses Perception +4, low-light vision
HP 1; a missed attack never damages
a minion
AC 16; Fortitude 8, Reflex 14,
Will 11
Speed 2, Fly 6
Pin (standard; at-will)
Reach
0; +4 vs. AC; 1 damage. This attack cannot deal damage
to minions.
The
Fairy’s level is equal to the level of the one who called it. It adds the
level of the one who called it as a bonus to it’s
attacks and all it’s defenses.
The
Fairy’s movement doesn’t provoke attacks of opportunity.
Fairies
cannot receive, nor grant, flanking bonuses.
Str 4 (-3) Dex 18 (+4)
Con
7 (-2) Int 12 (+1) Cha
13 (+1)
Fairies are extremely mobile and excel at tricking
and confounding their enemies, but they are small and frail.
Demon Level X minion
Medium
Elemental Humanoid (Demon)
Initiative +1 Senses
Perception +0, darkvision
Aura of Hate Aura 1; enemies who start
their turns within the aura take fire damage equal to the charisma modifier
of the one who called it.
HP 1; a missed attack never damages
a minion
AC 12; Fortitude 13, Reflex 11,
Will 7
Speed 8
Claws (standard; at-will)
+7
vs. AC; 5 damage.
Whenever
a creature provokes an attack of opportunity, whether an enemy or ally, the
Demon Brute must make the attack if able.
The
Demon’s level is equal to the level of the one who called it. It adds the
level of the one who called it as a bonus to it’s
attacks and all it’s defenses.
Str 16 (+3) Dex 12 (+1)
Con
12 (+1) Int 7 (-2) Cha
4 (-3)
Demons have great offensive power but can never
truly be controlled, and calling them always carries an additional cost.
Angel Level X minion
Medium
Immortal Humanoid (Angel)
Initiative +2 Senses
Perception +0, darkvision
HP 1; a missed attack never damages
a minion
AC 14; Fortitude 12, Reflex 12,
Will 13
Speed 6, fly 6
Divine Strike (standard; at-will)
+4
vs. Will; Radiant damage equal to the one who called it’s
charisma modifier. This attack cannot deal damage to minions.
Final Gift (Free; When
reduced to 0 or less hit points. Encounter)
An
adjacent ally can spend a healing surge.
The
Angel’s level is equal to the level of the one who called it. It adds the
level of the one who called it as a bonus to it’s
attacks and all it’s defenses.
Str 14 (+2) Dex 14 (+2)
Con
12 (+1) Int 12 (+1) Cha
12 (+1)
The celestials who answer to calling powers are
more concerned with protecting and healing then they are with fighting and
destroying.
Bard Powers
Level
1 At-Will
Melody
of Blades Bard attack 1
The ringing of steel on steel is the only instrument
you need.
At-will
* Arcane, Weapon
Standard
Action Melee
weapon
Target:
One Creature
Attack:
Charisma vs. AC
Hit:
1[W] + Charisma modifier damage.
Special:
You may sustain one power with the sustain minor as a free
action.
Chord
of Chaos Bard attack 1
With an unexpected riff you take momentarily control
of your foe’s arm.
At-will
* Arcane, Charm, Implement, Psychic
Standard
Action Ranged 10
Requirement:
You must be wielding an instrument
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
Charisma modifier psychic damage, the target makes a basic attack against
another creature of your choice.
Special:
You may add the enhancement bonus of your instrument to the attack and damage
roll of the basic attack.
Special:
This power counts as a basic ranged attack. When a power lets you make a basic
ranged attack, you can use this power.
Level
1 Encounter Spells
Sudden
Finish Bard attack 1
You punctuate the final note of your song with
your blade.
Encounter
* Arcane, Weapon
Standard
Action Melee
weapon
Requirement:
You must by sustaining a power with the resonating keyword.
Effect:
Before you attack you may shift 2 squares and draw a weapon
as a free action.
Target:
One Creature
Attack:
Charisma vs. AC
Hit:
2[W] + charisma modifier damage.
Effect:
The resonating effect ends.
Fairy
Guide Bard attack 1
An extra pair of eyes to spot openings in your
opponent’s defenses.
Encounter
* Arcane, Calling
Standard
Action Melee
Weapon
Target:
One Creature
Attack:
Charisma +2 vs. AC
Hit:
1[W] + Charisma modifier damage.
Effect:
A Fairy appears adjacent to you. This fairy lasts for the duration
of the encounter or until destroyed.
Special:
Allies who share space with the Fairy Guide receive +2 to their attack rolls.
Call
Angelic Protector Bard attack 1
You call for aid, and it comes to you.
Encounter
* Arcane, Calling, Radiant
Standard
Action Ranged 10
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
Charisma modifier radiant damage and gain +2 to your AC against the target’s
attacks until the end of your next turn.
Effect:
An Angel appears adjacent to you but doesn’t act until the
start of your next turn. This Angel lasts for the duration of the encounter
or until destroyed.
Demon
Pact Bard attack 1
The foul bargain brings a living engine of destruction
under your control, but saps the strength from your body in return.
Encounter
* Arcane, Calling
Standard
Action Personal
Effect:
A Demon appears adjacent to you. This Demon lasts for the duration
of the encounter or until destroyed.
Additional
Cost: You are weakened while the called demon exists.
Level
1 Daily Spells
Vampire’s
Balled Bard attack 1
You draw the life force from your foes and give
it to your allies.
Daily
* Arcane, Healing, Implement, Necromancy, Resonating
Standard
Action Close Burst
5
Targets:
Enemies within the burst
Attack:
Charisma vs. Fortitude
Hit:
Charisma modifier necrotic damage.
Effect:
Your allies regain hit points equal to your charisma modifier.
Sustain
Minor: Your enemies take 1 necrotic damage, and your
allies regain 1 hit point.
Intrusive
Melody Bard attack 1
Your music makes it difficult for your foes to
concentrate on anything other then you,
Daily
* Arcane, Implement, Resonating, Thundering
Standard
Action Close Burst
5
Targets:
Enemies within the burst
Attack:
Charisma vs. Fortitude
Hit:
1d6 + Charisma modifier thundering damage and the target is marked by you
until the start of your next turn.
Sustain
Minor: Enemies marked by this power remain marked by you.
Down but not out.
Encounter
* Arcane, healing
Immediate
reaction Ranged 20
Trigger:
An ally falls to 0 hp.
Effect:
The target falls asleep and heals 1 hit point. While sleeping
the target may spend a healing surge on their turn every turn. If the target
takes damage or an adjacent ally spends a minor action to awaken him he wakes
up and may stand up as a free action.
Strumming Bard Utility 2
You lighten the mood with a little music, weaving
a bit of arcane energy into every note.
Daily
* Arcane, Implement, Resonating
Minor
Action
Personal
Requirement:
You must have the instrument mastery class feature.
Effect:
You begin resonating.
Sustain
Minor: You continue resonating.
The target sees countless grasping arms holding
it down. Their very touch searing their flesh.
Encounter
* Arcane, Fire, Illusion, Implement
Standard
Action Ranged
5
Target:
One creature
Attack:
Charisma vs. Will
Hit:
The target takes fire damage equal to your charisma modifier
and is grabbed.
Special:
The target makes his escape checks opposed to your charisma modifier. As long
as the target remains grabbed it takes fire damage equal to your charisma
modifier at the start of your turn.
Thunderous
Echo
Bard Attack 3
You strike your foe with sound and it echoes striking
them over and over again.
Encounter
* Arcane, Implement, Thundering
Standard
Action Ranged
5
Target:
One creature
Attack:
Charisma vs. Fortitude
Hit:
1d6 + charisma modifier thundering damage. Repeat this attack
against the same target at the start of your next turn as a free action.
Fey
Pranks Bard Attack 3
You teleport your foe into the feywild and let the fey have him.
Encounter
* Arcane, Implement
Standard
Action Ranged
5
Target:
One creature
Attack:
Charisma vs. Reflex
Hit:
1d6 + charisma modifier damage and the target vanishes until
the start of your next turn. At the start of your next turn it reappears 3
squares from where it started and prone.
Call
Fairy Prankster Bard attack 3
There is an art to making fools out of people,
either you have it, or you don’t.
Encounter
* Arcane, Calling
Standard
Action Ranged
5
Target:
One Creature
Attack:
Charisma vs. Reflex
Hit:
The target is knocked prone.
Effect:
At the start of your next turn a Fairy appears adjacent to
the target. This fairy lasts for the duration of the encounter or until destroyed.
Whenever the Fairy Prankster hits with an attack it knocks the target prone.
Call
Angel of Mercy Bard attack 3
Whenever you need a healer, one appears.
Encounter
* Arcane, Calling
Requirement:
You must be bloodied to use this power.
Standard
Action Personal
Effect:
An Angelic appears adjacent to you but doesn’t act until the
start of your next turn. This Angel lasts for the duration of the encounter
or until destroyed. Allies adjacent to the Angel of Mercy have regeneration
5.
Call
Vitality Eater Bard attack 3
It’s a simple bargain, just a little of your life
force, a taste really. That’s all they ask for. How can you refuse such an
offer?
Encounter
* Arcane, Calling
Standard
Action Personal
Target:
One Creature
Effect:
A Demon appears adjacent to you. This demon lasts for the duration of the
encounter or until destroyed.
Additional
Cost: You cannot spend healing surges until the Vitality
Eater is destroyed.
Hesitation Bard attack 5
Your music fills your enemies with doubt and uncertainty.
Daily
* Arcane, Implement, Psychic, Resonating
Standard
Action Close Burst
5
Targets:
Enemies within the burst
Attack:
Charisma vs. Will
Hit:
Charisma modifier psychic damage and the target is dazed and cannot shift
until the end of your next turn.
Sustain
Minor: Whenever an enemy shifts 2 or more squares reduce
it’s shifting by 1 square.
Phantom’s
Song Bard attack 5
Your
foes hear your music coming from all around him, but
Daily
* Arcane, Implement, Psychic, Resonating
Standard
Action Ranged
5
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
2d8 + Charisma modifier psychic damage and you become invisible until the
end of your next turn or until you make another attack.
Sustain
Minor: You remain invisible, this effect ends if you make
an attack.
Slow
Waltz Bard attack
5
Your music alters the flow of the battle.
Daily
* Arcane, Implement, Psychic, Resonating
Standard
Action Close
Burst 5
Targets:
Enemies within the burst
Attack:
Charisma vs. Will
Hit:
1d8 + charisma modifier psychic damage and you may slide the target 1 square.
Effect:
Allies can shift 1 square.
Sustain
Minor: You may slide the enemies you struck with this
power 1 square, your allies may shift 1 square.
Your comrades fall, but their will to fight lives
on, you give it a form with which they can continue to battle.
Daily
* Arcane, Illusion, Resonating
Immediate
Reaction Burst 20
Trigger:
An ally falls to 0 or less hit points.
Target:
One ally within the burst
Effect:
An illusion of the character appears adjacent to him under
his control and can make a basic attack. The illusion can move and make basic
attacks, it lasts until the end of your next turn, or until his character
is healed or is slain. The illusion itself cannot be attacked, damaged, or
affected in any way.
Sustain
Minor: The illusion persists and you create a zone within
which any ally who falls to 0 or less hp immediately has an illusion of their
character appear adjacent to them under their control. The illusion can move
and make basic attacks. These illusions also persist as long as you sustain
this effect, or their characters are healed or is slain. The illusions themselves
cannot be attacked, damaged, or affected in any way.
Demon
Souleater Bard attack 5
With every kill it brings a little more of itself
into this world.
Daily
* Arcane, Calling
Standard
Action Personal.
Effect:
A Demon appears adjacent to you. This Demon lasts for the duration of the
encounter or until destroyed. You cannot control this demon, every turn it
moves toward one of your enemies and attacks them, trying to single out the
easiest to kill. You cannot dismiss the Demon Souleater.
Special:
Whenever the Demon Souleater reduces a creature
to 0 or less hit points it may coup de grace that creature as a free action
and gain +2 to it’s attack and damage rolls for the duration of the encounter.
If it kills 3 creatures in one battle it stops being a minion, it’s hit points
equal 22 + 10 per level and it freely attacks friend and foe alike. From then
on it is considered an enemy and it does not go away at the end of the encounter
but is now fully unleashed on the world.
Call
Fireboil Demon Bard attack 5
A demon covered in boils, whenever touched these
boils burst spewing flaming ichor all over the attacker.
Daily
* Arcane, Fire, Calling
Standard
Action Ranged
5
Target:
One Creature
Attack:
Charisma vs. Reflex
Hit:
2d8 + Charisma modifier fire damage.
Effect:
A Demon appears adjacent to the target. This demon lasts for the duration
of the encounter or until destroyed. Whenever a creature hits or misses the
Fireboil Demon with a melee attack it takes 5 points of fire
damage.
Additional
Cost: When you call the Fireboil
Demon you must loose a healing surge. If you don’t have any healing surges
left you instead take damage equal to your bloodied value.
You channel your arcane might through a monster
you called.
Encounter
* Arcane, Implement
Requirement:
You must be wielding a magic wand.
Standard
Action Ranged
10
Effect:
You may use any bard power that uses an implement as though
it originated from a monster you called.
Strength
of the Team Bard attack 7
It’s not by your strength alone that your enemy
is felled.
Encounter
* Arcane, Weapon
Standard
Action Melee
weapon
Target:
One Creature
Attack:
Charisma vs. AC
Hit:
1[W] + charisma modifier damage.
Special:
If an ally has combat advantage against the target, you gain combat advantage
against the target for this attack. If an ally has marked the target you may
add +2 to this attack’s attack roll. If
an ally has placed their warlock’s curse on the target you may add their warlock’s
curse damage to this attack. If an ally has placed their hunter’s quarry on
the target you may add their hunter’s quarry damage to this attack. If an
ally has placed Oath of Enmity on the target you may roll this attack twice
and take the better result.
A powerful stroke of electricity flies from you
to your ally, imbuing their weapon with power and frying those foolish enough
to be caught in it’s path.
Encounter
* Arcane, Implement, Lightning
Standard
Action Ranged
5
Target:
One ally
Effect:
Your ally receives +2 to their melee attack and damage rolls and their melee
attacks deal lightning damage until the end of their next turn.
Secondary
Targets: Creatures between you and your ally.
Attack:
Charisma vs. Reflex
Hit:
The target takes 2d8 + charisma modifier lightning damage.
HEY! LISTEN!
Encounter
* Arcane, Psychic, Calling
Standard
Action Ranged
5
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
2d6 + Charisma modifier psychic damage.
Effect:
A Fairy appears adjacent to the target. This fairy lasts for
the duration of the encounter or until destroyed. The target is marked by
the Fairy Pest until the end of your next turn. Any enemy that shares a space
with the Fairy Pest is marked until the end of your next turn.
Fleshrender Demon Bard attack 7
You bind a potent demon to your service with your
own blood.
Encounter
* Arcane, Calling
Standard
Action Ranged
5
Target:
One Creature
Effect:
A Demon appears adjacent to the target. This demon lasts for the duration
of the encounter or until destroyed. Whenever the Fleshrender
Demon makes a claw attack it rolls twice and takes the higher roll.
Additional
cost: When you call a Fleshrender
Demon you must pay an amount of hit points equal to your level. If this would
reduce your hit points to 0 or less hit points you cannot use this power.
Interposing
Angel Bard attack 7
You are under the protection of higher powers.
Encounter
* Arcane, Calling
Immediate
Reaction Personal
Trigger:
An enemy moves adjacent to you.
Effect:
You shift 1 square and an Angel appears in the square you had
been and makes a divine strike against the triggering creature. This Angel
lasts for the duration of the encounter or until destroyed.
The
Harmony of Teamwork Bard
attack 9
Every key note in your song is punctuated by the
stroke of an allies attack.
Daily
* Arcane, Implement, Resonating
Standard
Action Close
Burst 10
Effect:
All allies can make basic melee attacks against enemies they
are flanking with a bonus to the attack and damage rolls equal to your charisma
modifier.
Sustain
Minor: Allies gain +1 to their attack and damage rolls
against enemies they are flanking.
Your trumpet sounds the charge that drives your
enemies out once and for all.
Daily
* Arcane, Implement, Resonating, Thundering
Standard
Action Close
Blast 5
Targets:
Enemeis within the blast
Attack:
Charisma vs. Fortitude
Hit:
2d8 + charisma modifier thunder damage and the target is pushed 3 squares.
Effect:
Allies can shift 3 squares.
Sustain
Minor: Whenever an ally hits with a melee attack the
target is pushed 1 square.
Instrument:
If your wielding a horn you may add your constitution modifier as bonus damage.
Insightful
Assault Bard attack 9
You disrupt the mind of a single foe making it
drop it’s guard for an instant while simultaneously spurring on your allies
to greater glory.
Daily
* Arcane, Implement, Psychic, Resonating
Standard
Action Ranged 5
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
2d8 + charisma modifier psychic damage and the target provokes attacks of
opportunity from all your allies adjacent to it.
Effect:
Until the end of your next turn allies add your charisma modifier to the damage
rolls of all basic attacks.
Sustain
Minor: The effect persists.
With every foe you fell your victory draw nearer.
Daily
* Arcane, Fear, Implement, Psychic, Resonating
Standard
Action Close
Burst 5
Targets:
Enemies within the burst
Attack:
Charisma vs. Will
Hit:
1d8 + charisma modifier psychic damage.
Effect:
Enemies suffer a –1 penalty to attack rolls until the end of your next turn.
Sustain
Minor: The penalty to attack rolls persists. Every time
an enemy is slain the penalty grows by -1, to a maximum of –5.
Turn
the Tide Bard attack 9
The battle has been going against your side, so
you turn it around.
Daily
* Arcane, Fire, Implement, Resonating
Standard
Action Close
Burst 5
Target:
Enemies within the burst
Attack:
Charisma vs. Reflex
Hit:
1d8 + charisma modifier fire damage.
Effect:
All allies gain a bonus to their attack rolls equal to the number of bloodied
or dying allies until the end of your next turn.
Special:
You gain +1 to this power’s attack roll for every ally that is bloodied or
dying.
Sustain
Minor: Allies gain a bonus to their attack rolls equal
to the number of bloodied or dying allies.
It looks like it’s just a tiny woman flying around,
but wherever she goes people get smashed by a huge hammer.
Daily
* Arcane, Calling
Standard
Action Personal.
Effect:
A Fairy appears adjacent to you. This Fairy lasts for the duration
of the encounter or until destroyed. Whenever a creature sharing a space with
the Fairy of the Open Air moves the Fairy of the Open Air can move with it
as a free action.
Special:
Whenever a creature shares space with the Fairy of the Open Air they become
invisible.
Protect
Minion Bard Utility 10
Your defend a monster you called with your arcane
might.
Encounter
* Arcane
Immediate
interrupt Ranged 20
Trigger:
A creature you called within range is hit with an attack.
Effect:
You grant a +4 bonus to all the target’s defenses until the
start of your next turn.
Bolster
Minion Bard Utility 10
Your guide your minion’s attack.
Encounter
* Arcane
Immediate
interrupt Ranged 20
Trigger:
A creature you called within range makes an attack roll and
you dislike the result
Effect:
You grant a +4 bonus to the target’s attack rolls until the
start of your next turn.
You invade the of the target and alter their memories
to better suit your designs.
Daily
* Arcane
Standard
Action Touch
Target:
One sleeping, unconscious, or willing creature.
Effect:
You alter up to 5 minutes of the target’s recent memories. Re-writing them
as you see fit. You cannot alter memories that occurred more then 1 week ago.
Shadow
Journey Bard Attack 13
You teleport your foe into the shadowfell and let the dead have him.
Encounter
* Arcane, Implement, Necrotic
Standard
Action Ranged
5
Target:
One creature
Attack:
Charisma vs. Reflex
Hit:
2d6 + charisma modifier necrotic damage and the target vanishes
until the start of your next turn. At the start of your next turn it reappears
3 squares from where it started and is weakened until then end of your next
turn.
Lightning
Series Bard Attack 13
Your team passes a bolt of lightning back and forth
repeatedly, frying your foes over and over again.
Encounter
* Arcane, Implement, Lightning
Minor
Action Ranged 3
Primary
Target: One ally
Effect:
Your ally gains this encounter power until the end of their next turn.
Secondary
Targets: Creatures between you and your ally.
Secondary
Attack: Intelligence, Wisdom, or Charisma vs. Reflex.
Hit:
The target takes 2d6 + Intelligence, Wisdom, or Charisma modifier
damage.
Special:
You cannot use this power more then once in an encounter.
Special:
You may use a weapon as an implement for this power.
Frostheart Angel Bard attack 13
You call upon the might of the storm, and a manifestation
of it’s power appears before you.
Encounter
* Arcane, Calling, Cold
Standard
Action Ranged 10
Target:
One Creature
Attack:
Charisma vs. Fortitude
Hit:
1d6 + Charisma modifier cold and radiant damage.
Effect:
An Angel appears adjacent to you but doesn’t act until the
start of your next turn. The Frostheart Angel’s
divine strike deals cold and radiant damage. As long as the Frostheart
is around your melee attacks deal an extra 2 points of cold damage. This Angel
lasts for the duration of the encounter or until destroyed.
Call
Fury Demon Bard attack 13
How you envy it’s ferocity.
Encounter
* Arcane, Calling
Standard
Action Ranged
5
Target:
One Creature
Effect:
A Demon appears adjacent to the target. This demon lasts for the duration
of the encounter or until destroyed. The Fury Demon can make 2 claw attacks
as a standard action.
Additional
Cost: When you call the Fury Demon you must either loose
an action point, or become stunned until the end of your next turn.
Call
Fairy Confounder Bard attack 13
A well timed sting can often be worth more then
a hundred careless ones.
Encounter
* Arcane, Calling, Poison
Standard
Action Ranged
5
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
2d6 + Charisma modifier poison damage and the target takes a –2 penalty to
attacks until the end of your next turn.
Effect:
A Fairy appears adjacent to the target. This fairy lasts for
the duration of the encounter or until destroyed. Whenever an enemy that shares
space with the Fairy Confounder and makes an attack that doesn’t include the
Fairy Confounder as a target it may make a pin attack as an immediate interrupt,
if that attack hits the target suffers a –2 to all attack rolls until the
end of it’s next turn. If a creature sharing space with the Fairy Confounder
moves or shifts the Fairy Confounder may move into their space as a free action.
Call
Demon of Eternity Bard attack 13
No matter how many times it is slain, it will always
return.
Encounter
* Arcane, Calling
Standard
Action Close Burst
10
Effect:
A Demon appears in the burst. This demon lasts for the duration for the encounter
or until destroyed.
Special:
When the Demon of Eternity is slain this power recharges.
Additional
Cost: When you call the Demon of Eternity you suffer
–1 to your fortitude defense until the end of the encounter.
Your song causes the very earth to tremble.
Daily
* Arcane, Implement, Resonating, Thundering
Standard
Action Close Burst 5
Targets:
Enemies in the burst
Attack:
Charisma –2 vs. Fortitude
Hit:
1d8 + charisma modifier thundering damage and the target falls prone.
Sustain
Standard: Repeat this attack. You may sustain this power
for a number of rounds equal to your constitution modifier.
Implement:
If your wielding drums you may add a +2 bonus to the attack roll.
Your allies join in the song, your voices thundering
across the battlefield.
Daily
* Arcane, Implement, Resonating, Thundering
Standard
Action Close
Burst 20
Targets:
Enemies within the burst
Attack:
Charisma vs. Fortitude
Hit:
1d8 + charisma modifier thundering damage.
Special:
Each ally within the burst adds their charisma modifier to the damage of this
power as a free action.
Miss:
half damage.
Sustain
Minor: Each ally may spend a minor action to add their
charisma modifier to their damage rolls once per round.
You grab your opponent’s spirit and thrust it into
the abyss, it won’t be able to return without dragging demons into this world
with it.
Daily
* Arcane, Calling
Standard
Action Ranged
5
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
Four Demons appear adjacent to the target. These demons last for the duration
for the duration of the encounter or until destroyed. Each round you may command
all four of these demons as a standard action, or one of them as a minor action.
Miss:
Two Demon Brutes.
Additional
Cost: You suffer –4 to your will defense for the duration
of the encounter.
Angel
of Destiny Bard attack 15
You shall not fall now, not here. Even if you have
to call destiny’s servitors to ensure it.
Daily
* Arcane, Calling
Standard
Action Personal
Effect: An Angel appears
adjacent to you but doesn’t act until the start of your next turn. This Angel
lasts for the duration of the encounter or until destroyed.
Special: As long as the Angel of Destiny is adjacent to you, you can continue fighting at 0 or less hit points and you cannot die for any reason.
Tune
of Frailty Bard attack 15
Your music disrupts the body of your foe, leaving
them weakened and vulnerable.
Daily
* Arcane, Implement, Resonating, Thundering
Standard
Action Ranged 5
Target:
One creature
Attack:
Charisma vs. Fortitude
Hit:
1d8 + charisma modifier thundering damage and the target is weakened and suffers
–2 to their fortitude defense until the end of your next turn.
Miss:
half damage and the target suffers –1 to their fortitude defense until the
end of your next turn.
Sustain
Standard: Repeat this attack against the target. If you miss
you can’t sustain this power.
When you’ve woven magic into it properly, the siren’s
song is irresistible.
Daily
* Arcane, Charm, Implement
Standard
Action Close Burst 10
Targets:
Enemies within the burst.
Effect:
All enemies are pulled a number of squares equal to your charisma modifier
and grant combat advantage to your allies until the end of your next turn.
Slip
away Bard Utility
16
When no-one’s looking you disappear.
Encounter
* Arcane
Move
action
Personal
Requirement:
You must be trained in bluff
Effect:
Shift a number of squares equal to your charisma modifier and
gain concealment.
Echoes Bard Utility
16
Your music continues even after you stop playing.
Daily
* Arcane
Free
action Personal
Trigger:
You stop sustaining a power with sustain minor.
Effect: The effect persists for a number of rounds equal to your wisdom modifier.
Level 17 Encounter Spells
Just as your foe comes in for the kill you disrupt
them with a sudden blast of intense sound.
Encounter
* Arcane, Implement, Thunder
Immediate
Interrupt Ranged 5
Trigger:
You are attacked with a encounter or daily power.
Target:
One creature
Attack:
Charisma vs. Fortitude
Hit:
1d6 + charisma thunder damage and the target doesn’t make the attack. He target
cannot use the power they were going to attack with for a number of rounds
equal to your wisdom modifier.
Crushing
Despair
Bard Attack 17
You destroy you foe’s will to fight.
Encounter
* Arcane, Psychic. Implement
Standard
Action Ranged
5
Target:
One creature
Attack:
Charisma vs. Will
Hit:
2d6 + charisma modifier psychic damage and –2 to attacks and
will defense (save ends both).
Bliss Bard Attack 17
Your foe suddenly forgets where he is and what
he’s doing, lost in it’s own happy world.
Encounter
* Arcane, Implement
Standard
Action Ranged
5
Target:
One creature
Attack:
Charisma vs. Will
Hit:
Target is stunned until the end of your next turn, then the
target is dazed (save ends)
Call
Fairy Bewilderer Bard attack 17
Few things are as maddening as trying to strike
a fairy.
Encounter
* Arcane, Calling
Standard
Action Ranged 5
Target:
One Creature
Effect:
A Fairy appears adjacent to the targety.
This fairy lasts for the duration of the encounter or until destroyed. Whenever
the Fairy Bewilderer hits with it’s pin attack the
enemy makes a basic melee attack at the adjacent creature of the Fairy Bewilderer’s choice.
Flameborne Demon Bard attack 17
Few things are more dangerous then reaching directly
into the abyss.
Encounter
* Arcane, Fire, Calling
Standard
Action Ranged
Burst 2 in 10
Target:
Creatures in burst
Attack:
Charisma vs. Reflex
Hit:
1d6 + Charisma modifier fire damage.
Effect:
A Demon appears in any square inside the burst. This demon lasts for the duration
of the encounter or until destroyed. This demon deals an extra 3 points of
fire damage when it hits with it’s claw attack.
Additional
Cost: When you call the flameborne
demon you take 10 ongoing fire damage (save ends) with an Aftereffect of 5 ongoing fire damage (save ends).
Call
Angelic Warrior Bard attack 17
The best way to protect is often to attack.
Encounter
* Arcane, Calling
Standard
Action Personal
Effect:
An Angel appears adjacent to you but doesn’t act until the
start of your next turn. This Angel lasts for the duration of the encounter
or until destroyed. Whenever the Angelic Warrior hits a creature it marks
that creature until the end of your next turn. Whenever an enemy attacks an
ally adjacent to the Angelic Warrior the Angelic Warrior may make a divine
strike against that enemy as an immediate interrupt.
These little creatures hold incredible power, if
they could control it they could rule much of the Feywild.
Daily
* Arcane, Calling
Standard
Action Personal.
Effect:
A Fairy appears adjacent to you. This Fairy lasts for the duration
of the encounter or until destroyed. Whenever a creature sharing a space with
the Tempest Fairy moves the Tempest Fairy can move with it as a free action.
You become invisible whenever you are adjacent to the Fairy of the Open Air.
Special:
As long as you share a space with the Tempest Fairy you may use the wizard’s
shock sphere (page 161 of the Player’s Handbook) as an at-will power.
Your music cuts deeply into your foes leaving them
vulnerable to further damage.
Daily
* Arcane, Implement, Resonating, Thundering
Standard
Action Close Burst
5
Targets:
Enemies within the burst
Attack:
Charisma vs. Fortitude
Hit:
2d6 + charisma modifier thunder damage and the target gains vulnerability
to all damage equal to your charisma modifier until the end of your next turn.
Miss:
Half damage and the target gains vulnerability 2 to all damage until the end
of your next turn.
Sustain
Minor: Enemies remain vulnerable.
Countdown
to Victory
Bard attack 19
It’s only a matter of time now.
Daily
* Arcane, Implement, Resonating, Thundering
Standard
Action Close
Burst 5
Targets:
Enemies within the burst
Attack:
Charisma vs. Fortitude
Hit:
3d8 + charisma modifier thunder damage and all allies receive a +1 power bonus
to their damage rolls until the end of your next turn.
Sustain
Minor: The bonus to damage rolls persists, and rises to
+2. Each round you sustain this power the damage bonus grows by another point.
If you sustain this for 5 rounds on the 5th round everyone can
make a basic attack as a free action at the start of your turn. You cannot
sustain this for more then 5 rounds.
Level 22 Utility Spells
Phantom
Orchestra Bard Utility 22
You begin to play, more and more instruments join
in with no discernable source until soon the air is filled with an orchestra.
Daily
* Arcane, Implement
Standard
Action Personal
Requirement:
You must have the instrument mastery class feature. You must have an instrument
equipped.
Effect:
All allies gain +1 to attack rolls, +1 to saving throws, +1
to speed and +2 to AC against attacks of opportunity, and regain 1 + the equipped
instrument’s enhancement modifier more hit points when the spend a healing
surge. All enemies that can hear the song suffer –2 to their will defense,
-1 to their saving throws, and if they are marked they suffer –1 to all defenses.
Sustain Standard: The effect persists, you must be using an instrument as long as you sustain this power.
Level 23 Encounter Spells
Call
Fairy Mindchewer Bard attack 23
You’re never sure if it real or just in your head,
at least, not until you squash it.
Encounter
* Arcane, Calling, Psychic
Standard
Action Ranged 5
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
2d6 + charisma modifier psychic damage and the target is dazed
until the end of it’s next turn any round it begins in the same space as the
Fairy Dazzler.
Effect:
A Fairy appears adjacent to the target. This fairy lasts for
the duration of the encounter or until destroyed. Whenever a creature sharing
a space with the Fairy Mindchewer moves the Fairy
Mindchewer can move with it as a free action. Whenever an
enemy adjacent to the Fairy Mindchewer makes a saving
throw against being dazed it suffers a –2 penalty to that saving throw.
Razorhorn Demon Bard attack 23
It has no substance, so it’ll just borrow yours.
Encounter
* Arcane, Calling
Standard
Action Personal
Effect:
A Demon appears adjacent to you. This demon lasts for the duration of the
encounter or until destroyed. When this demon hits with a charge attack it
deals an added 8 damage and pushes the target 2 squares.
Additional
Cost: You gain vulnerability 5 to all attacks until
the Razorhorn Demon is destroyed.
Angelic
Retinue Bard
attack 23
They don’t know how to fight, they don’t know how
to heal, but they would give everything to help you. Could any ally offer
more then that?
Encounter
* Arcane, Calling
Standard
Action Personal
Effect:
Three Angel appear adjacent to you but don’t act until the
start of your next turn. These Angels last for the duration of the encounter
or until destroyed. These Angels cannot make attacks. Whenever you or an ally
would be hit with a melee or ranged attack you may redirect the attack to
an adjacent Angelic Retinue instead. When an Angelic Retinue is destroyed
the one who made the attack takes 10 radiant damage. Angelic Retinue do not
have the final gift power.
Call
Spiderthread Fairy Bard attack 25
Few things are as terrifying as being tied down
by winged spiders. Pray I never learn to summon a swarm of them.
Daily
* Arcane, Calling
Standard
Action Ranged 5
Target:
One Creature
Attack:
Charisma vs. Reflex
Hit:
The target is restrained until the end of your next turn.
Effect:
At the start of your next turn three Fairies appear adjacent
to the target. These fairies last for the duration of the encounter or until
destroyed. Whenever a Spiderthread Fairy hits an
enemy with their pin attack that enemy is slowed until the start of your next
turn. Whenever a Spiderthread Fairy hits a slowed
target with a pin attack that target becomes immobilized until the start of
your next turn. Whenever a Spiderthread Fairy hits
an immobilized target with a pin attack that target becomes restrained until
the start of your next turn.
You sing the song of the grave, it’s icy fingers
rob your foe of it’s ability to use techniques.
Daily
* Arcane, Implement, Necrotic, Resonating
Standard
Action Ranged
5
Target:
One Creature
Attack:
Charisma vs. Fortitude
Hit:
5d8 + charisma modifier necrotic damage and the target can’t
use daily or encounter powers until the end of your next turn.
Miss:
Half damage.
Effect:
Enemies suffer a –1 penalty on recharge rolls until the end of your next turn.
Sustain
Minor: The penalty to recharge rolls persists.
You take control of the target’s mind.
Daily
* Arcane, Implement, Psychic, Resonating
Standard
Action Ranged 5
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
2d8 + charisma modifier psychic damage and the target is dominated until the
end of your next turn.
Miss:
Half damage, the target is not dominated.
Sustain
Standard: Repeat this attack against the target. If you
miss you can’t sustain this power.
Call
Blood Fairy Bard attack 27
In the darkest corners of the Feywild, there exist fey whose bloodlust is said to rival
even that of the Abyss itself.
Encounter
* Arcane, Calling
Standard
Action Ranged 5
Target:
One Creature
Attack:
Charisma vs. Fortitude
Hit:
The target takes ongoing 10 until the end of it’s next turn any round it begins
in the same space as the Blood Fairy.
Effect:
A Fairy appears adjacent to the target. This fairy lasts for
the duration of the encounter or until destroyed. Whenever a creature sharing
a space with the Blood Fairy moves the Blood Fairy can move with it as a free
action. Whenever an enemy adjacent to the Blood Fairy makes a saving throw
against ongoing damage it suffers a –2 penalty to that saving throw.
Demon
of the Slaughter Bard attack 27
With this offering of blood I call thee.
Encounter
* Arcane, Fire, Calling
Immediate
Reaction Close Burst 20
Trigger:
You reduce an enemy to 0 or less hit points.
Effect:
A Demon appears in the square the triggering enemy was in. This demon lasts
for the duration of the encounter or until destroyed. The Demon of the Slaughter’s
claw attacks have reach 2, and it has threatening reach. When the Demon of
the Slaughter hits with a claw attack the target suffers ongoing 5 (save ends).
Additional
Cost: When you call the Demon of the Slaughter you suffer
you must pay an amount of hit points equal to your level. If this would reduce
your hit points to 0 or less hit points you cannot use this power.
Angel
of the North Star Bard
attack 27
In it’s pride it said it would never serve a mortal.
Apparently it’s never met a mortal like you before.
Encounter
* Arcane, Calling, Cold, Radiant
Standard
Action Ranged 10
Target:
One Creature
Attack:
Charisma vs. Will
Hit:
2d6 + Charisma modifier cold and radiant damage and the target is slowed until
the end of your next turn.
Effect:
An Angel appears adjacent to you but doesn’t act until the
start of your next turn. This Angel lasts for the duration of the encounter
or until destroyed. The Angel of the North Star’s divine strike deals 5 extra
points of cold damage and slows the target until the end of your next turn.
Greater
Haste Bard attack 29
You take command of the flow of time, forcing it
to aid your comrades.
Daily
* Arcane, Implement, Resonating
Standard
Action Personal
Effect:
You may make 2 basic attacks. Until the end of your next turn
all your allies within 5 squares may make a basic attack as a free action
once per round.
Sustain
Minor: You and all your allies within 5 squares of you
may make a basic attack as a free action once per round.
Primal
Minstrel
“They say I sing to spirits, but that’s not so.
I’ve learned the song of the land itself, and I sing it to all who will listen.”
Prerequisites:
Bard. Any primal multiclass feat.
Nature’s
Embrace (11th level): While resonating you
receive +1 to all defenses.
Rippling
of the Earth (11th level): Whenever you spend an
action point all the squares in a close burst 3 become difficult terrain for
your enemies until the end of your next turn.
Gaia’s Favorite Child (16th level):
You are always provided with sufficient food and water for yourself and a
number of companions equal to your charisma modifier. Those who eat this food
during an extended rest gain 2 extra healing surges.
Friend
to the Spirits Primal Minstrel attack 11
Your song calls the primal spirits out from every
rock and tree to aid in your battle.
Encounter
* Cold, Implement, Lightning, Primal, Resonating
Standard
Action Close Burst
10
Target:
One Creature
Attack:
Charisma vs. Fortitude
Hit:
1d8 + Charisma modifier cold and lightning damage.
Effect:
Until the end of your next turn a spirit appears adjacent to
the target and marks the target. This spirit is immune to damage and remains
adjacent to the target even when they move, but if the spirit takes 15 or
more damage from a single attack it is destroyed.
Sustain
Minor: The spirits persist.
Imperishable
Song Primal Minstrel Utility 12
After you fall your song is continued by the spirits.
And the spirits exact vengeance upon those who hurt you.
Daily
* Cold, Primal, Lightning
Free
Action Personal
Trigger:
You fall to 0 or less hit points while sustaining a power with the resonating
keyword.
Effect:
A power that takes a minor action to sustain that you were
sustaining and that has the resonating keyword persists for the duration of
the encounter. As long as you remain unconscious you may make the following
attack once per round at the start of your turn.
Free
Action Ranged
10
Target:
One Creature
Attack:
Charisma vs. Fortitude
Hit:
Charisma modifier cold and lightning damage.
Song
of Savagery Primal Minstrel attack 20
You call out to the primal spirits, inviting them
into you and your allies.
Daily
* Implement, Primal, Resonating
Standard
Action Close Burst
10
Targets:
Allies
Effect:
Choose a rage from the level 5 Barbarian powers, you and each ally receives
the effects of this rage until the end of your next turn. Make a basic attack.
Sustain
Minor: The rage persists.
Caller
“Fight you fairly? Why should I dirty my hands
when I have monsters?”
Prerequisites:
Bard
Frenzy
(11th level): While you are bloodied all creatures that
you conjured using powers with the calling keyword gain +1 to their attack
rolls.
Caller’s
Action (11th level): Whenever you spend an
action point a creature that you conjured using a power with the calling keyword
can also take an extra action.
Joint
Assault (16th level): When you hit a creature
it grants combat advantage to creatures you conjured using a power with the
calling keyword until the end of your current turn.
Cry
for Help Caller attack 11
You cry out in pain, and a monster appears to aid
you.
Encounter
* Arcane
Immediate
Reaction Personal
Trigger:
You become bloodied.
Effect:
You recharge an encounter power with the calling keyword and
use it, if the power targets then it targets the triggering creature.
Guardian Caller Utility 12
You monster defends you and your allies.
Encounter
* Arcane
Immediate
Reacion Ranged
10
Trigger:
A creature you conjured using a power with the calling keyword
hits with an attack
Target:
The creature hit
Effect:
The target is marked by the triggering creature until the end
of the encounter, you dismiss the creature, or the creature falls to 0 or
less hit points.
Army
of Flame Caller attack 20
You call Azer warriors,
one after another after another…
Daily
* Arcane, Calling, Implement
Standard
Action Personal
Effect:
You call an Azer Warrior (page 22 of the monster
manual). Another Azer warrior appears and acts immediately
at the start of your turn each round for 5 rounds. You may add your level
–20 to their attack rolls and all their defenses.
Border
Walker
“Fight me and you fight the strength of everyone
I’ve ever walked with.”
Prerequisites:
Half-elf, bard, multiclass versatility.
Arcane
Dabbler (11th level): You gain the spontaneous
casting class feature and you may use it to choose a daily or utility power
from any arcane class rather then just bard.
Student
of All (11th level): Choose an encounter power
of 7th level or lower from any class. You gain that power. When
you use this power it’s power source is arcane and you may use your charisma
modifier for the attack roll.
Inspiring
Action (11th level): Whenever you spend an
action point you regain a use of your majestic word class feature.
Hybrid
(16th level): You gain a bonus skill from the bard skill
list and the elf’s wild step.
Omni-Adept Border
Walker Utility 12
You’ve learned something from everyone who’s crossed
your path.
Encounter
* Arcane
Minor
Action Melee 1
Target:
One creature
Effect:
You mark the target, or place hunter’s quarry on the target,
or place warlock’s curse, or place oath of enmity on the target for the duration
of the encounter.
Special:
This power recharges when you first become bloodied in an encounter.
If you used this power to place oath of enmity it does not recharge.
Perfect
Harmony Border Walker attack 20
You and your allies set aside your differences
and achieve a state of unrivaled teamwork.
Daily
* Arcane, Implement, Resonating
Standard
Action Close Burst
20
Targets:
Allies in the burst
Effect:
All enemies in the burst grant combat advantage to you and
your allies until the end of your next turn. You and each ally in the burst
may make a basic attack.
Sustain
Minor: As long as an enemy is adjacent to you and one
of your allies, or at lease two of your allies, it grants combat advantage
to you and all your allies.
Grandstander
“All the world is a stage.”
Prerequisites:
Bard, Instrument Mastery
Wild
Dance (11th level): While sustaining a power
with the resonating keyword you may shift 1 square at the end of your turn
as a free action.
Effortless
Song (11th level): When you use an action
point you may make an effect you’re sustaining as a minor action become sustain
free action.
Master
Musician (16th level): You may play two different
instruments at once while resonating, you may benefit from your Instrument
Mastery class feature with each instrument.
Big
Finish Grandstander Attack 11
You saved the best for last.
Encounter
* Arcane, Implement, Thundering
Standard
Action Close Blast 5
Requirement:
You must be sustaining a power with the resonating keyword.
Targets: Enemies within the blast
Attack:
Charisma vs. Fortitude
Hit:
3d6 + charisma modifier thunder damage and the target is dazed until the end
of your next turn.
Effect:
You stop sustaining a power with the resonating keyword.
Encore Grandstander Utility 12
You’re always happy to give a second show.
Encounter
* Arcane, Implement, Resonating
Standard
Action Personal
Effect:
You may begin sustaining the sustain effect of a daily bard power with the
resonating keyword that you’ve already used today.
Live
in the Limelight
Grandstander Attack 20
You insist on making it as difficult as possible
for your foes to take their eyes off of you.
Daily
* Arcane, Implement, Thunder, Resonating
Standard
Action Close Burst 20
Targets:
Enemies within the burst
Attack:
Charisma vs. Will
Hit:
2d8 + charisma modifier Thunder damage.
Effect:
All your allies gain concealment and you mark all the enemies until the end
of your next turn.
Sustain
Minor: Your enemies remain marked and your allies continue
to benefit from concealment.
Bard
Primary stat: Charisma
Lv 1/4: 6 hit points.
Trained skill: Arcane, choose one additional skill form the bard skill list.
Majestic Word, Song of Rest.
Lv 1/2: 12 hit points.
Gain a trained skill from the cleric skill list. Gain Bardic
Virtue or Instrument Mastery.
Lv 3/4: 12 + 1/2 constitution
score hit points. Gain a trained skill from the cleric skill list. Gain Words
of Friendship and Skill Versatility.
Lv 1:
12 + constitution score hit points. Gain a trained skill from the cleric skill
list. Gain Bardic Training and Multiclass
Versatility.
“So
many try to force magic to flow as they desire. I drift in the currents and
let them shape my movements, and thereby my spells shape themselves.”
Prerequisite: 21st level, any
arcane class
Dance of Dreams (21st
level): Whenever
you hit with a power that has the implement keyword you can shift 1 square
and you gain concealment from the target.
Instant Spell (24th
level): Choose
an arcane encounter power you have of 17th level or lower with
the implement keyword, you may now use that power as a minor action.
The One True Dance (30th
level):
Whenever you hit with an arcane daily power that has the implement keyword
you may shift up to your speed as a free action and then use an at-will power
against a different target.
Dance
of Power Master of the Spelldance
Utility 26
You feel the currents of arcane energy about you
and you move with it. adding your own movement to the magic to flow.
Daily
* Arcane, Stance
Move
Action Personal
Effect:
Until this stance ends, you receive +2 to attack rolls with all powers that
have the implement keyword.
New
Magic items
.
Note
on Bardic Implements: Only
bards may use instruments and songblades as implements
or use the powers they grant. Characters who take the feat Bardic Dilettante gain the ability to use magic wands but
not instruments or songblades.
Kortholt of Fumbling
Level 10+
This kortholt causes
those to hear it to constantly fumble and expose themselves to attack.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Woodwind)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While you are sustaining a power with the resonating keyword your enemies
suffer a –2 to all their defenses against attacks of opportunity.
Power
(Daily): Free action: When you score a critical hit the
target must make a saving throw or provoke an attack of opportunity at the
start of each of it’s turns (save ends)
Lyre
of the Undying Flame
Level 10+
This harp comforts those who are hurting.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Lyre)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While you are sustaining a power with the resonating keyword this instrument
levitates nearby you therefore taking no hands to play. You still have to
spend whatever action is required to sustain the resonating effect.
Power
(Daily * Arcane, Fire): Free action: When you begin sustaining a
power with the resonating keyword you may choose a creature that can hear
you. It becomes marked and takes ongoing 2 fire damage as long as you are
resonating.
Gentle
Harp
Level 10+
This harp comforts those who are hurting and softens
your foes.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Harp)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While sustaining a power with the resonating keyword bloodied allies regain
2 hit points per round.
Power
(Daily): Free action: Target creature looses all resistances
until the end of your next turn.
Drums
of War Level
10+
These drums fill those who hear them with strength
and courage.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Drums)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While sustaining a power with the resonating keyword you and your allies receive
a +1 bonus to attack rolls. This stacks with the Instrument Mastery class
feature.
Power
(Daily): Free action. When you score a critical hit with
a power that has the thunder keyword you may stun the target for until the
end of your next turn.
Lute
of Hope Level 10+
This lute helps those who are in desperate situations.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Lute)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While sustaining a power with the resonating keyword you and your allies receive
a +1 bonus to saving throws. This stacks with the Instrument Mastery class
feature.
Power
(Daily): Free action. You may grant an ally a saving throw.
Flute
of Despair
Level 10+
This flute conspires to see that those who are
suffering continue to suffer.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Flute)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While sustaining a power with the resonating keyword your enemies suffer a
-1 bonus to saving throws. This stacks with the Instrument Mastery class feature.
Power
(Daily): Free action. When an enemy rolls a successful saving
throw you can force them to reroll it.
Horn
of the North
Level 10+
The first of these horns is said to have been chipped
out of the ice of a glacier.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Horn)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While sustaining a power with the resonating keyword your allies receive a
resistance to cold attacks equal to your charisma modifier.
Power
(Daily): Free action. When you use a power with the thunder
keyword the targets are also slowed until the end of your next turn.
Drums
of the Earth and Sky
Level 27+
These drums contain a powerful primordial spirit
which can take a form similar to an Earthwind Ravager.
Lvl
27 +6
1,625,000 gp
Implement
(Instrument; drums)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Power
(at-will): Minor action: The Earthwind
Ravager called by the Drums of the Earth and Sky makes a basic attack. You
may only use this power once per round.
Power
(Daily * Calling, Primal, Resonating): Standard Action. You
call an Earthwind Ravager (pg 104 of the Monster
Manual) that appears adjacent to you and acts immediately and remains until
the end of your next turn. It has a bonus to it’s attack rolls and all it’s
defenses equal to the enhancement bonus of the drums of earth and sky.
Sustain
Standard: The Earthwind Ravager
persists. Once the Earthwind Ravager becomes bloodied
it can no longer be sustained.
Ocarina
of the Feywild
Level 15+
This Ocarina was taken from the Feywild. It has the power to call displacer beasts.
Lvl
15 +3 25,000 gp Lvl 25 +5 625,000
gp
Lvl
20 +4 125,000 gp Lvl 30 +6 3,125,000
gp
Implement
(Instrument; woodwind)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
The Displacer beasts and displacer beast packlords
called by the Kurtholt of the Feywild
are partially-real illusions. All their attacks are made against the target’s
will defense.
Power
(Daily * Illusion): Immediate interrupt: If an melee or ranged
attack would hit you while you are sustaining displacer beasts it has a 50%
miss chance until the end of your next turn. For purposes of determining the
number of daily magic item powers you can use you may use both daily powers
of the pipes of panthers as though they were a single daily item power.
Power
(Daily * Arcane, Calling, Illusion, Resonating): Standard
Action. You call a pair of displacer beasts (pg 70 of the Monster Manual)
that appear adjacent to you and act immediately, they last until the end of
your next turn. They have a bonus to their attack rolls and all their defenses
equal to the enhancement bonus of the Ocarina of the Feywild.
Sustain
Standard: The displacer beasts persist. Once a displacer
beast becomes bloodied it can no longer be sustained, though you may continue
to sustain any others you may have called with this power.
Level 20: Call 3 displacer beasts instead of 2.
Level 25: Call 1 displacer beast packlord instead of 2 displacer beasts.
Level 30: Call 2 displacer beast packlords instead of 2 displacer beasts.
Pipes
of Panthers
Level 10+
These pipers are attuned to calling panthers.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Woodwind)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
The Fey Panthers and Spectral Panthers called by the Pipes of Panthers are
partially-real illusions. All their attacks are made against the target’s
will defense.
Power
(Daily): Standard action. Use this power during a short
rest. At the end of the rest you and all your allies receive +2 to stealth
checks until the end of that character’s next encounter. For purposes of determining
the number of daily magic item powers you can use you may use both daily powers
of the pipes of panthers as though they were a single daily item power.
Power
(Daily * Arcane, Illusion, Calling, Resonating): Standard
Action. You call a pair of fey panthers (pg 213 of the Monster Manual) that
appear adjacent to you and acts immediately, they last until the end of your
next turn. They receive a bonus to their attack rolls and all their defenses
equal to the enhancement bonus of the pipes of panthers.
Sustain
Standard: The panthers persist. Once a panther becomes bloodied
it can no longer be sustained, though you may continue to sustain any others
you may have called with this power.
Level 15: Call 3 fey panthers instead of 2.
Level 20: Call 4 fey panthers instead of 2.
Level 25: Call 3 spectral panthers instead of 2
fey panthers,
Level 30: Call 4 spectral panthers instead of 2
fey panthers.
Horn
of the Abyss
Level 15+
A horn containing a hatred for all creation.
Lvl
15 +3 25,000 gp Lvl 25 +5 625,000
gp
Lvl
20 +4 125,000 gp Lvl 30 +6 3,125,000
gp
Implement
(Instrument; Horn)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While resonating allies receive +2 to their damage rolls with
fire attacks.
Power
(Daily * Arcane, Calling, Fire, Resonating): Standard Action.
As wizard’s fire shroud (page 161 in the Player’s Handbook), then a Mezzodemon (pg 58 of the Monster Manual) is called and appears
adjacent to you and acts immediately, it lasts until the end of your next
turn. It has a bonus to it’s attack rolls and all their defenses equal to
the enhancement bonus of the Horn of the Abyss.
Sustain
Standard: The mezzodemon persists.
Once the mezzodemon becomes bloodied it can no longer
be sustained.
Level 20: Call an Immolith
(pg 57 of the Monster Manual) instead of a mezzodemon.
Level 25: Call an Hezrou
(pg 56 of the monster manual) instead of a mezzodemon.
Level 30: As wizard’s fire burst (page 162 of the
Player’s Handbook) in place of fire shroud and calls a Hezrou,
Immolith, and Mezzodemon
that appear within or adjacent to the burst.
Unicorn
Horn
Level 14+
A horn modeled after, or some say taken from, a
unicorn.
Lvl
14 +3 21,000 gp Lvl 24 +5 525,000
gp
Lvl
19 +4 105,000 gp Lvl 29 +6 2,625,000
gp
Implement
(Instrument; Horn)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While resonating allies receive a +1 power bonus to charge
attacks.
Power
(Daily * Arcane, Calling, Resonating): Standard Action. As Cleric’s
Lance of Faith (Page 63 of the Player’s Handbook), then a Unicorn (pg 257
of the Monster Manual) is called and appears adjacent to you and acts immediately,
it lasts until the end of your next turn. It has a bonus to it’s attack rolls
and all their defenses equal to the enhancement bonus of the Unicorn Horn.
Sustain
Standard: The Unicorn persists. Once the Unicorn becomes
bloodied it can no longer be sustained.
Level 19 As cleric’s Searing Light (page 66 of
the Player’s Handbook) instead of Lance of Faith. The unicorn adds your wisdom
modifier to it’s attack rolls and all defenses.
Level 24 As cleric’s Searing Light instead of Lance
of Faith. Call a Dusk Unicorn in place of a unicorn. The Dusk Unicorn adds
your wisdom modifier to it’s attack rolls and all defenses.
Level 29 As cleric’s Mantle of Glory (page 68 of
the Player’s Handbook) instead of Lance of Faith. Call a Dusk Unicorn in place
of a unicorn. The Dusk Unicorn adds your wisdom modifier to it’s attack rolls
and all defenses.
Harp
of the Heavens
Level 19+
According to legend, these harps cannot be completed
without the blessing of a powerful immortal.
Lvl
19 +4 105,000 gp Lvl 29 +6 2,625,000
gp
Lvl
24 +5 525,000 gp
Implement
(Instrument; Harp)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Power
(encounter * Radiant): Free action. Until the end of your turn
all damage dealt by powers using this implement is radiant damage.
Power
(Daily * Arcane, Calling, Resonating): Standard Action. call
an Angel of Protection (pg 15 of the Monster Manual) that appears adjacent
to you and acts immediately, it lasts until the end of your next turn. It
has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement
bonus of the Harp of the Heavens.
Sustain
Standard: The Angel of Protection persists. Once the Angel
of Protection becomes bloodied it can no longer be sustained.
Level 24: You may sustain the Angel of Protection
as a minor action.
Level 29: You may sustain the Angel of Protection
as a free action. You may add your charisma modifier to all the Angel of Protection’s
Defenses. The Angel of Protection may be sustained even while it’s bloodied.
Harp
of Valor
Level 13+
The first of these is said to have appeared at
the turning point of what had been a hopeless battle, born from the courage
those forgotten heroes showed in the face of insurmountable odds.
Lvl
13 +3 17,000 gp Lvl 23 +5 425,000
gp
Lvl
18 +4 85,000 gp Lvl 28 +6 2,125,000
gp
Implement
(Instrument; Harp)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While sustaining a power with the resonating keyword with this instrument
you and all your allies receive a +2 bonus to your will defense against fear
effects.
Power
(Daily * Arcane, Calling, Resonating): Standard Action. You
call an Angel of Valor (pg 16 of the Monster Manual) that appears adjacent
to you and acts immediately, it lasts until the end of your next turn. It
has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement
bonus of the Harp of the Valor.
Sustain
Standard: The Angel of Protection persists. Once the Angel
of valor becomes bloodied it can no longer be sustained.
Level 18: You may sustain the Angel of Valor as
a minor action.
Level 23: You may sustain the Angel of Valor as
a free action. You may add your charisma modifier to the Angel of Valor’s
attack and damage rolls. The Angel of Valor may be sustained even while it’s
bloodied.
Level 28: You may sustain the Angel of Valor as
a free action. The Angel of Valor may be sustained even while it’s bloodied.
You may add your charisma modifier to the Angel of Valor’s attack and damage
rolls. Every time you use a power with the resonating keyword an Angel of
Valor appears adjacent to you and persists until you stop sustaining the resonating
effect or it’s slain or dismissed.
Needle
Blade
Level 6+
This spiteful blade wishes to tear apart flesh.
Though many still exist the secrets to their creation has long been lost.
Legends often speak of a more powerful needle blade that is the key to unleashing
the Hellswarm upon this world.
Lvl
6 +2 1,800 gp Lvl 21 +5 225,000
gp
Weapon:
Heavy Blade, Light Blade
Enhancement:
Attack rolls and damage rolls
Critical:
+1d8 per damage plus
Property:
Bards can use this blade as an implement for bard powers and bard paragon
path powers.
Power
(at-will): Free action. You may transform this blade into
the musical instrument of your choice. You can change it back into a blade
as a free action.
Power
(Daily) Free Action. When you hit an enemy that is prone
with a melee attack you may add 1[W] damage. You may only use this power when
this weapon in blade form.
Power
(Daily * Arcane, Calling): Standard Action. You call an Needlefang Drake Swarm (pg 90 of the Monster Manual) that
appears adjacent to you, it lasts until the end of the encounter. You may
only use this power when this weapon is in instrument form.
Level 21: Call a Greater Needlefang
Drake Hellswarm instead of a Needlefang
Drake Swarm.
Greater Needlefang Drake Hellswarm Level 18 Soldier
Large
elemental beast (fire, reptile, swarm)
XP 2,000
Initiative +16 Senses
Perception +15
Swarm Attack Aura 1; the Greater Needlefang Drake Hellswarm makes
a swarm of stingers attack as a free action against each enemy that begins
it’s turn in the aura.
HP 166; Bloodied 83
AC 34; Fortitude 32, Reflex 34,
Will 30
Immune fear; Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
Speed 7
Swarm of Teeth (standard; at-will)
+23
vs. AC; 1d10 + 8 damage plus 1d8 fire damage, or 2d10 + 8 damage plus 2d8
fire damage against a prone target
Str
16 (+12) Dex 26 (+17) Wis 18 (+13)
Con
22 (+8) Int 2 (+5) Cha 17 (+12)
Lute
of the Deep Earth
Level 8+
These lutes are of unknown origin, occasionally
one is unearthed among the ruins of forgotten empires.
Lvl
8 +2 3,400
gp Lvl
23 +5
425,000 gp
Lvl
13 +3 17,000 gp Lvl 28 +6 2,125,000
gp
Lvl
18 +4 85,000 gp
Implement
(Instrument; Lute)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While underground when you stop sustaining a resonating power it continues
resonating for 1 round.
Power
(Daily * Arcane, Calling, Resonating): Standard Action. You
call a Magma Claw or Magma Hurler (pg 182 of the Monster Manual) that appears
adjacent to you and acts immediately. It lasts until the end of your next
turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the
enhancement bonus of the Lute of the Deep Earth.
Sustain
Standard: The Magma Beast persists. Once the Magma Beast
becomes bloodied it can no longer be sustained.
Level 13: You call a Magma Strider (pg 182 of the
Monster Manual) in place of the magma hurler or magma claw.
Level 18: You call a Magma Strider in place of
the magma hurler or magma claw. The magma strider has 2 action points.
Level 23: You call a Rockfire
Dreadnought (pg 104 of te monster manual) in place
of the magma hurler or magma claw
Level 28: You call a Rockfire
Dreadnought in place of the magma hurler or magma claw. The Rockfire
Dreadnought has 2 action points.
Lute
of the Deep Forest
Level 13+
These lutes are said to have grown rather then
made. Or to have been crafted by the spirits themselves.
Lvl
13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl
18 +4 85,000 gp Lvl 28 +6 2,125,000
gp
Implement
(Instrument; Lute)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While in the forest powers you use with the resonating keyword have +1 to
their attack rolls.
Power
(Daily * Arcane, Calling, Resonating): Standard Action. You
call a dryad (pg 96 of the Monster Manual) that appears adjacent to you and
acts immediately. It lasts until the end of your next turn. It has a bonus
to it’s attack rolls and all it’s defenses equal to the enhancement bonus
of the Lute of the Deep Forest.
Sustain
Standard: The Dryad persists. Once the Dryad becomes bloodied
it can no longer be sustained.
Level 18: You regain 5 hit points at the start
of each round while the Dryad disappears exists.
Level 23: You call a Briar Witch Dryad (pg 96 of
the monster manual) in place of the Dryad. You regain 5 hit points at the
start of each round while the Briar Witch Dryad exists.
Level 28: You call a Briar Witch Dryad in place
of the Dryad. You regain 10 hit points at the start of each round while the
Briar Witch Dryad exists.
Flute
of Many Heads
Level 18+
A legendary flute that holds the power to command
the mighty hydra.
Lvl
18 +4 85,000 gp Lvl 28 +6 2,125,000
gp
Lvl
23 +5 425,000 gp
Implement
(Instrument; Flute)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
If you would become dazed or stunned while resonating you may make a saving
throw to negate the effect.
Property:
The Fen Hydra and Mordant Hydra called by this flute have no action points.
Power
(Daily * Arcane, Calling, Resonating): Standard Action. You
call a Fen Hydra (pg 164 of the Monster Manual) that appears adjacent to you
and doesn’t act until the start of your next turn. It lasts until the end
of your next turn. It has a bonus to it’s attack rolls and all it’s defenses
equal to the enhancement bonus of the Flute of Many Heads.
Sustain
Standard: The Fen Hydra persists. The Fen Hydra can only
be sustained for 4 rounds.
Level 23: You call a Mordant Hydra in place of
a Fen Hydra.
Level 28: You call a Mordant Hydra in place of
a Fen Hydra. The Mordant Hydra has a +4 bonus to it’s attack rolls.
Flute
of Serpents
Level 8+
This flute has power over serpents and serpent-like
creatures, making them obey you.
Lvl
7 +2 2,600 gp Lvl 22 +5 325,000
gp
Lvl
12 +3 13,000 gp Lvl 27 +6 1,625,000
gp
Lvl
17 +4 65,000 gp
Implement
(Instrument; Flute)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Power
(Encounter): Standard action. Ranged 1; Target: one reptile.
Charisma vs. Will. Hit: target is dominated (save ends).
Power
(Daily * Arcane, Calling, Resonating): Standard Action: You
call a Deathrattle Viper (pg 240 of the Monster
Manual) that appears adjacent to you and acts immediately. It lasts until
the end of your next turn. It has a bonus to it’s attack rolls and all it’s
defenses equal to the enhancement bonus of the Flute of Serpents.
Sustain
Standard: The Deathrattle Viper
persists. Once the Deathrattle Viper becomes bloodied
it can no longer be sustained.
Level 12: You call a Crushgrip
Constrictor in place of a Deathrattle Viper.
Level 17: You call a Crushgrip
Constrictor in place of a Deathrattle Viper. The
Crushgrip constrictor appears adjacent to an enemy within
5 squares and grabs the target and makes a constrict attack as a free action.
Level 22: You call a Shadow Snake in place of a
Deathrattle Viper. While you sustain the Shadow Snake you
create a zone of dim lighting (close burst 20) within which you and your allies
receive +2 to attack rolls.
Level 27: You call a Dark Naga (pg 194 of the monster
manual) in place of a Deathrattle Viper. While you
sustain the Dark Naga you create a zone of dim lighting (close burst 20) within
which you and your allies receive +2 to attack rolls.
Griffonheart Lyre
Level 10+
This lyre is highly valued by elven scouts and spies. Being both light and inconspicuous,
and allowing them to escape by air at a moment’s nnotice.
Lvl
10 +2 5,000 gp Lvl 25 +5 625,000
gp
Lvl
15 +3 25,000 gp Lvl 30 +6 3,125,000
gp
Lvl
20 +4 125,000 gp
Implement
(Instrument; Lyre)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While sustaining a power with the resonating keyword this instrument levitates
nearby you therefore taking no hands to play. You still have to pay attention
and spend whatever action is required to sustain the resonating effect.
Power
(Daily * Arcane, Calling, Resonating): Standard Action: call
a Hyppogriff Deadmount
(pg 146 of the Monster Manual) that appears adjacent to you and acts immediately.
It lasts until the end of your next turn. It has a bonus to it’s attack rolls
and all it’s defenses equal to the enhancement bonus of the Griffonheart
Lyre.
Sustain
Minor: The Hyppogryff Deadmount persists. Once the Hyppogriff
Deadmount becomes bloodied it can no longer be sustained.
Level 15: You call a Griffon in place of a Hyppogriff Deadmount.
Level 20: You call a Greater Griffon in place of
a Hyppogriff Deadmount.
Level 25: You call a Rimefire
Griffon in place of a Hyppogriff Deadmount.
Level 30: You call a Rimefire
Griffon, or up to 6 Greater Griffons in place of a Hyppogriff
Deadmount.
Greater Griffon Level 16 Brute
Large
natural beast (mount) XP
1,400
Initiative +11 Senses
Perception +14
HP 190; Bloodied 95
AC 30; Fortitude 32, Reflex 28,
Will 28
Speed 6, fly 10, overland flight
15
Claws (standard; at-will)
+19
vs. AC; 3d6 + 9 damage
Bloody Frenzy (only while bloodied)
The
Greater Griffon can take an extra move action each round. It also gains a
+2 to attack rolls and takes a –2 penalty to all defenses.
Thunder Charge (standard, usable only while
flying; at-will)
When
the Greater Griffon charges, it gains a +4 bonus to it’s attack roll instead
of the normal +1 bonus
Str
24 (+15) Dex 16 (+11) Wis 17 (+11)
Con
20 (+12) Int 2 (+4) Cha 12 (+9)
Lyre
of Night Terrors
Level 19+
This lyre is said to have formed from the collected
fears of a thousand children.
Lvl
19 +4 105,000 gp Lvl 29 +6 2,625,000
gp
Lvl
24 +5
525,000 gp
Implement
(Instrument; Lyre)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Property:
While sustaining a power with the resonating keyword this instrument levitates
nearby you therefore taking no hands to play. You still have to pay attention
and spend whatever action is required to sustain the resonating effect.
Power
(Daily * Arcane, Calling, Resonating): Standard Action: call
a Nightmare (pg 196 of the Monster Manual) that appears adjacent to you and
acts immediately. It lasts until the end of your next turn. It has a bonus
to it’s attack rolls and all it’s defenses equal to the enhancement bonus
of the Lyre of Night Terrors.
Sustain
Minor: The Nightmare persists. Once the Nightmare becomes
bloodied it can no longer be sustained.
Level 24: Anyone who rides the Nightmare adds 4
points of fire damage to their melee attacks.
Level 29: You call a Greater Nightmare in place
of a Nightmare.
Greater Nightmare Level 25 Skirmisher
Large
shadow magical beast (mount) XP 7,000
Initiative +16 Senses
Perception +14
HP 236; Bloodied 118
AC 33; Fortitude 35, Reflex 33,
Will 30
Resist 20 fire; see also hell’s ride
Speed 10, fly 10, teleport 10
Hooves (standard; at-will) * Fire
+26
vs. AC; 2d8 + 8 damage, and going 5 fire damage (save ends).
Hooves of Hell (standard; recharge 4,5,6)
* Fire
The
Greater Nightmare moves up to 10 squares. Each square the nightmare leaves
is filled with fire to a height of 10 feet until the end of the nightmares
next turn. Any creature that hits the Greater Nightmare with a melee attack
during this move, or that enters one of the flaming squares, takes 10 fire
damage.
Str
27 (+12) Dex 25 (+17) Wis 17 (+13)
Con
28 (+8) Int 18 (+5) Cha
19 (+12)
Instrument
of Action
Level 24+
This instrument has the power to excite those who
hear it into new heights of bravery.
Lvl
24 +5 525,000 gp Lvl 29 +6 2,625,000
gp
Implement
(Any instrument)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Power
(Daily): Free action: When you use a power with the resonating
keyword you and all your allies gain an action point that must be used while
you are resonating. This action point doesn’t count against the number of
action points that can be spent in an encounter.
Ritual
Instrument
Level 1+
This instrument can grant power to rituals.
Lvl
1 +1
360 gp
Lvl 16 +4
45,000 gp
Lvl
6 +2 1,800 gp Lvl 21 +5 225,000
gp
Lvl
11 +3 9,000 gp Lvl 26 +6 1,125,000
gp
Implement
(Any instrument)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus.
Power
(Daily): Standard action: Use this power during a ritual.
+2 to skill checks to perform the ritual.
Mind
Fang
Level
+8
Sometimes devils award these flutes to their favored
servants.
Lvl
8 +2 3,400 gp Lvl 23 +5 425,000
gp
Lvl
13 +3 17,000 gp Lvl 28 +6 2,125,000
gp
Lvl
18 +4 85,000 gp
Implement
(Instrument; Flute)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus.
Power
(Daily * Arcane, Poison): Free action: When you score a critical
hit with a power that has the psychic keyword you may add ongoing 5 poison
damage and –2 to attack rolls (save ends both).
Drums
of Panic Level
+8
These drums terrify those who hear them.
Lvl
8 +2 3,400 gp Lvl 23 +5 425,000
gp
Lvl
13 +3 17,000 gp Lvl 28 +6 2,125,000
gp
Lvl
18 +4 85,000 gp
Implement
(Instrument; Drums)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus.
Power
(Daily * Arcane, Fear): Free action: When you use a power that
has a range of close burst the targets are pushed 3 squares and is dazed until
the end of your next turn.
Cavalry’s
Trumpet
Level +8
This horn is used to sound the charge.
Lvl
8 +2 3,400 gp Lvl 23 +5 425,000
gp
Lvl
13 +3 17,000 gp Lvl 28 +6 2,125,000
gp
Lvl
18 +4 85,000 gp
Implement
(Instrument; Horn)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus.
Property:
While resonating you and your allies deal their strength modifier
damage and push the target 2 squares on a successful bull rush attack.
Power
(Daily): Minor Action: You and all allies receive a +2 bonus
to speed, attack, and damage rolls with charge attacks until the end of your
next turn.
Harp
of Life
Level 24+
This harp has the power to hold back death.
Lvl
29 +6
2,625,000 gp
Implement
(Instrument; harp)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus
Power
(Daily): Free action: Use this power when you use a power
with the resonating keyword. While resonating allies reduced to 0 or less
hp may make a saving throw, if they succeed they remain at 1 hit point instead.
Allies automatically succeed all death saving throws while you resonate.
Caller’s
Tool Level 3+
These instruments grant empower called creatures,
making them harder to harm.
Lvl
3 +1 680 gp Lvl 18 +4 85,000
gp
Lvl
8 +2 3,400 gp Lvl 23 +5 425,000
gp
Lvl
13 +3 17,000 gp Lvl 28 +6 2,125,000
gp
Implement
(Any instrument)
Enhancement:
Attack rolls and damage rolls
Critical:
+1d6 per damage plus.
Power
(Daily): Immediate Interrupt. Use this power when a creature
you called is hit. Force the attacker to reroll their attack.
Sonic
Armor
Level
8+
This armor catches and magnifies sound, turning
it into destructive energy.
Lvl
8 +2 3,400 gp Lvl 23 +5 425,000
gp
Lvl
13 +3 17,000 gp Lvl 28 +6 2,125,000
gp
Lvl
18 +4 85,000 gp
Armor:
Scale, Plate
Enhancement:
AC
Property:
While you or an ally are resonating enemies adjacent to you take thundering
damage equal to the enhancement bonus of the armor at the start of your turn.
Power (Daily * Thundering): Immediate Reaction: When damaged by a thundering effect you deal half the damage you received to adjacent enemies.
Sonic
Blade
Level 8+
This songblade focuses
the power of your songs into destructive energy.
Lvl
8 +2 3,400 gp Lvl 23 +5 425,000
gp
Lvl
13 +3 17,000 gp Lvl 28 +6 2,125,000
gp
Lvl
18 +4 85,000 gp
Weapon:
Heavy blade, light blade
Enhancement:
Attack and Damage rolls
Critical:
+1d8 damage per plus
Property:
Bards can use this blade as an implement for bard powers and bard paragon
path powers.
Property:
While you are sustaining a power with the resonating keyword melee attacks
made with this weapon deal 2 extra points of thundering damage.