Bardic Performances (Legendary Bard)

**Components:** Audible or visual

The legendary bard can use this performance to infuse their body with alacrity, allowing them to move and attack more quickly. The bard gains a +1 bonus on attack rolls, a +1 dodge bonus to AC and on Reflex saves, and a +10 enhancement bonus to their land speed. At 9th level, and every three bard levels thereafter, their enhancement bonus to their land speed increases by +5, to a maximum of +30 at 18th level. Additionally, when making a full attack the bard may make an extra attack with any weapon, as though under the effects of the *haste* spell. bonuses do not stack with the *haste* spell, nor with any other effect that grants extra attacks.

### **Aria of Animal Empathy**

**Components:** Audible or visual

The legendary bard can use this performance to influence the attitude of animals. This performance functions as the druid’s wild empathy ability, except the bard expends 1 round of bardic performance and makes a Perform check in place of the normal check made using the skill. If the legendary bard already has wild empathy from another class, they add their class levels that provide wild empathy to the results of the Perform check to influence an animal.

### **Ballad of the Breeze**

**Prerequisite(s)** Legendary bard level 7

**Components:** Audible or visual, Air

The legendary bard can utilize this performance to manipulate and control the air around them into bursts of powerful wind. This performance functions as the *control winds* spell with a caster level equal to their bard level. This performance costs 1 round of bardic performance for each minute it is performed (spent at the beginning of each minute).

### **Bardic Masterpiece**

The legendary bard learns a Bardic Masterpiece they meet the prerequisites for. The legendary bard uses their legendary bard level as their effective bard level for the Bardic Masterpiece gained using this ability. This bardic performance can be selected multiple times, granting a new Bardic Masterpiece each time it is selected.

### **Calming Clarion**

*Source: Expanded Features December 2020*

**Components:** Audible and Visual

This soothing clarion calms the winds around the legendary bard, creating a pocket of temperate weather. Performing the calming clarion is a surprisingly easy affair, only requiring one round of bardic performance per hour of performing (spent at the beginning of each hour). While performing, the weather within Close range (25 feet + 5 feet per two levels) becomes calm and normal for the current season. This performance cannot calm magical weather or weather altered by a spell, Storm veil, or supernatural ability.

### **Charming Performance**

**Prerequisite(s)** Legendary bard level 4

**Components:** Audible and visual, mind-affecting, enchantment (charm)

The legendary bard learns a performance that charms the minds of a single creature. The target of this performance must be within 90 feet, able to see and hear the bard, share a language with the bard, and be capable of paying attention to them. The bard must be able to see the target.

The targeted creature receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the creature is being threatened or attacked by the bard or their allies, the creature receives a +5 bonus to their saving throw. If a creature’s saving throw succeeds, the legendary bard cannot attempt a charming performance against that creature again for 24 hours. If its saving throw fails, the creature becomes charmed by the bard, as *charm person*, for as long as the bard continues the performance. This performance costs 1 round of bardic performance for each minute it is performed (spent at the beginning of each minute).

### **Charming Performance, Mass**

**Prerequisite(s)** Legendary bard level 12, Charming Performance bardic performance

When the legendary bard uses their charming performance, they can choose to target additional creatures by spending an additional two rounds of bardic performance for each minute they maintain the effect. If they do so, they can target an additional target per two legendary bard levels they possess.

### **Dampening Performance**

**Components:** Audible or visual (see below)

The legendary bard learns a performance that dampens the effects of abilities that depend on sight or sound. Each round of the dampening performance, the legendary bard makes a Perform skill check. The legendary bard can choose to use a different Perform skill each round they maintain the performance. If the bard makes a Perform (keyboard, percussion, wind, string, or sing) skill check, any creature within 30 feet of the bard (including the bard themselves) that is affected by a sonic or language-dependent effect may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the dampening performance is already under the effect of a non-instantaneous sonic or language dependent effect, it gains another saving throw against the effect each round it hears the dampening performance, but it must use the bard’s Perform skill check result for the save. Using dampening performance in this way relies on audible components.

If the bard makes a Perform (act, comedy, dance, or oratory) skill check, any creature within 30 feet of the bard (including the bard themselves) that is affected by an illusion (pattern) or illusion (figment) magical effect may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the dampening performance is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical effect, it gains another saving throw against the effect each round it sees the dampening performance, but it must use the bard’s Perform check result for the save. Using dampening performance in this way relies on visual components. Dampening performance does not work on effects that don’t allow saves.

### **Deadly Performance**

**Prerequisite(s)** Legendary bard level 20

**Components:** Audible and visual, death, mind-affecting

The legendary bard can use their performance to cause one creature to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies.

### **Deceptive Tale**

**Components:** Audible, language-dependent

The legendary bard learns a performance that allows them to weave magic into their lies and imbue the most fantastic claims with the appearance of truth. While the bard maintains this performance, they take half the normal penalty on Bluff checks for unlikely lies (rounding down to -2). At 6th level, this effect also applies to Bluff checks for far-fetched lies, and at 12th level, it applies to Bluff checks for impossible lies.

### **Dirge of Doom**

**Components:** Audible and visual, fear, mind-affecting

The legendary bard can use their performance to foster a sense of growing dread within their enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect.

### **Dirge of the Dead**

**Components:** Audible and visual

With this performance the legendary bard can animate the flesh and bones of the dead to perform under their command. When the bard begins this performance they produce an effect similar to the *animate dead* spell, save that after the bard stops performing the undead created by this performance collapse into lifeless corpses once again. The bard uses their class level as their effective caster level for this ability, and can control 4 HD worth of undead per class level using it.

If the legendary bard maintains their performance for 10 consecutive rounds, spending 10 total rounds of bardic performance, these undead persist for 1 hour per class level after the performance ends. After this duration the created undead collapse into lifeless corpses.

### **Discordant Orchestra**

**Prerequisite(s)** Legendary bard level 6

**Components:** Audible and visual, sonic

The legendary bard can use this performance to cause damaging vibrations within the foes who perceive it. The bard chooses a single creature they can see within 30 feet of them each round. That target must make a Fortitude saving throw or take 4d6 points of sonic damage plus the legendary bard’s level. A successful save halves this damage. This performance cannot be affected by effects that allow the bard to continue a performance after they stop maintaining it, such as the Lingering Performance feat.

At 8th level, and every four levels thereafter, the legendary bard can create an additional damaging vibration each round they perform the discordant orchestra. Each vibration after the first costs an additional round of bardic performance, and can be targeted at the same or different creatures within 30 feet. The number of vibrations the bard wishes to create and their targets are determined at the same time. If a single creature is targeted by multiple vibrations, the creature only makes a single saving throw and each vibration targeting that creature after the first adds an additional 4d6 sonic damage, halved on a successful saving throw.

### **Divinatory Performance**

**Prerequisite(s)** Legendary bard level 8

**Components:** Audible and visual

The legendary bard can use this performance to glimpse brief visions and flashes of knowledge into the events of the future. Activating this performance requires 10 minutes of continuous performance and spending 6 rounds of bardic performance, after-which the bard and their allies within 30 feet receive information to a question the bard asks as per the *divination* spell.

### **Enhancing Clarion**

**Prerequisite(s)** Legendary bard level 4

**Components:** Audible or visual

The legendary bard can use this performance to enhance their allies’ weapons with magical effects. The bard chooses one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet and grants it a +1 enhancement bonus for as long as they maintain the performance. This enhancement bonus increases by +1 at legendary bard level 8, and every four levels thereafter (to a maximum of +5 at 20th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: *defending*, *distance*, *ghost touch*, *keen*, *mighty cleaving*, *returning*, *shock*, *shocking burst*, *seeking*, *speed*, or *wounding*. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

### **Enhancing Clarion, Mass**

**Prerequisite(s)** Enhancing Clarion bardic performance The legendary bard can use their enhancing clarion performance to enhance as many weapons as they desire within 30 feet. The bonus provided by this performance is reduced by 1 if two weapons are affected, by 2 if three weapons are affected, by 3 if four weapons are affected, or by 4 if five or more weapons are affected (minimum +0). The abilities granted to each weapon must be identical. If this would reduce the bonus provided by this performance to +0, those weapons are still treated as magical for the purposes of overcoming damage reduction, but provide no bonuses to attack or damage rolls.

### **Fascinate**

**Components:** Audible and visual, enchantment (compulsion), mind-affecting

The legendary bard can use their performance to cause one or more creatures to become fascinated with them. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and be capable of paying attention to them. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this performance from working. The legendary bard can target one creature with this ability at 1st level, and can target an additional creature at 2nd level, and every 2 levels thereafter.

Each targeted creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the legendary bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

### **Fortissimo of Flames**

**Components:** Audible or visual, fire

The legendary bard can use this performance to cause their allies’ weapons to burn with magical flames. To be affected, each ally must be able to hear or see the bard perform and be within 30 feet. An affected creature’s successful attacks with manufactures or natural weapons deal an additional 1d4 points of fire damage. At 5th level, and every six bard levels thereafter, this bonus fire damage increases by 1d4 (to a maximum of 4d4 at 17th level). These flames do not harm the affected weapons, or their wielders.

### **Frightening Tune**

**Prerequisite(s)** Legendary bard level 10

**Components:** Audible, fear, mind-affecting

The legendary bard can use this performance to strike fear into their enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance.

### **Funereal Ballad**

**Prerequisite(s)** Legendary bard level 20

**Components:** Audible and visual

The legendary bard has learned a performance that can return life to even long-dead creatures, as the *resurrection* spell using the bard’s level as their caster level and requiring no material components. Performing the funereal ballad requires 20 rounds of continuous performance and requires the deceased’s body to be within 10 feet of the bard for the entire performance.

### **Glimpse the Future**

**Prerequisite(s)** Legendary bard level 20

**Components:** Audible and visual

The legendary abrd can use this performance to grant awe-inspiring glimpses of the future to themselves and their allies. All allies who can see and hear the performance gain the effects of the *foresight* spells for the duration of the performance.

### **Glorious Epic**

**Prerequisite(s)** Legendary bard level 8

**Components:** Audible, language-dependent, mind-affecting

The legendary bard can use this performance to captivate their foes and engross those who hear them. Enemies within 30 feet of the bard become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). A save renders them immune to this ability for 24 hours.

### **Incite Emotions**

**Components:** Audible and visual, enchantment (charm), mind-affecting

The legendary bard learns a performance that incites resentment in the minds of those who perceive it. All creatures of the bard’s choice within 90 feet who can see and hear the bard, share a language with the bard, and are capable of hearing the bard have their attitude towards any creatures of the bard’s choice decreased by 1 step (to a minimum of Hostile) for as long as the bard maintains this performance. The bard must be able to see the creatures they wish to affect with this performance. When this performance ends the creatures realize the effects the performance had on them, though any adjustments to their attitude while the performance was in effect (such as through the Diplomacy skill) stay in effect.

### **Incite Violence**

**Prerequisite(s)** Legendary bard 6, Fascinate bardic performance

**Components:** Audible, enchantment (compulsion), language-dependent, mind-affecting

The legendary bard has learned to invite those they have fascinated into a violent riot. Using this ability does not disrupt the fascinate performance, but it does require a standard action and one round of bardic performance to activate (in addition to the free action and round of bardic performance required to continue the fascinate performance). This standard action is not reduced by the quickened performance ability. The legendary bard selects a number of targets equal to his level, who must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) or be affected by effects identical to the *rage* spell for a number of minutes equal to the legendary bard’s level. The bard indicates who is the intended target of violence (either after using this ability or as part of the performance leading to it) and the enraged members of the crowd immediately attack the target if possible. The target does not need to be present (“kill the king” is a suitable choice) and can be an object instead of a person (“destroy the prison!” is likewise appropriate). Other members of the crowd may follow suit, though they do not gain the benefits of *rage*. If two or more bards are attempting to direct the crowd against different targets, they must make opposed Charisma checks, with the crowd following the directions of the winner.

### **Lamentations of Lightning**

**Components:** Audible or visual, electricity

This performance allows the legendary bard to call down lightning upon their foes, as the *call lightning* spell with a caster level equal to their bard level. Beginning this performance requires a standard action that cannot be reduced by the quickened performance ability, and they may summon one bolt each round as a standard action while they maintain the performance. The bard must be able to see where they wish to target the called bolts. The lightning bolts called by this performance deal an additional 1d6 damage at 4th level, and every two levels thereafter (to a maximum of 12d6 at 20th level).

### **Lifegiving Lament**

**Prerequisite(s)** Legendary bard level 10

**Components:** Audible and visual

The legendary bard can use this performance to give life to the recently deceased, as the *breath of life* spell using the bard’s level as their caster level. Unlike the normal restrictions on the spell, the deceased needs to have died within only 1 minute per bard level to be affected by this performance. Performing the lifegiving lament requires 10 rounds of continuous performance and requires the deceased’s body to be within 10 feet of the bard for the entire performance.

### **Multiplicity of Masks**

**Prerequisite(s)** Legendary bard level 10

**Components:** Audible and visual, Illusion (glamer)

The legendary bard can use this performance to cause any number of their allies to appear as the legendary bard or as another ally within 60 feet. To be affected, an ally must be within 60 feet of the legendary bard and able to see them. As long as the bard maintains this performance, enemies perceive all affected allies as the chosen character. If an affected ally is a different size or creature type than the chosen character, enemies can attempt a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to disbelieve. Otherwise, there is no saving throw, but a successful attack against a disguised ally automatically reveals the ally’s true form. If an ally moves out of range, that ally reverts to their original form, and the entire effect ends if the ally providing their appearance to the others moves out of range.

### **Panicked Allegro**

**Prerequisite(s)** Legendary bard level 16

**Components:** Audible, Fear, Mind Affecting

The legendary bard can use this performance to drive their foes into an utter panic. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes panicked and flees for as long as the target can hear the bard’s performance.

### **Performance of Puppetry**

**Prerequisite(s)** Legendary bard level 10

**Components:** Audible and visual, enchantment (compulsion), mind-affecting

The legendary bard can use this performance to puppet the mind and body of a single creature. Starting this performance requires a full-round action, and requires a standard action each round to maintain it. The target of this performance must be within 30 feet, able to see and hear the bard, and be capable of paying attention to them. The bard must be able to see the target.

The targeted creature receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the legendary bard cannot attempt a performance of puppetry against that creature again for 24 hours. If its saving throw fails, the creature becomes dominated by the bard, as *dominate person*, for as long as the bard continues the performance.

### **Performance of Puppetry, Major**

**Prerequisite(s)** Legendary bard level 20

If the bard maintains a successful performance of puppetry against a creature for 10 consecutive rounds, their domination of that creature persists long after their performance ends. The duration of the domination becomes one day per legendary bard level, rather than ending when the bard stops their performance.

### **Piper’s Calling**

**Prerequisite(s)** Legendary bard level 6

**Components:** Audible or visual

The legendary bard can use this performance to call upon swarms of rats to attack their foes. Starting this performance summons 1d3 rat swarms in squares adjacent squares to the bard. These rat swarms are under the bard’s mental control, and act on their initiative. These swarms immediately disappear when the bard ends the performance.

At 12th level, the legendary bard can choose to instead summon 2d3 rat swarms, or 1d3 rat swarms with the advanced creature simple template. At 18th level, they can instead summon 3d3 rat swarms, or 2d3 rat swarms with the advanced creature simple template.

### **Relax Tensions**

**Components:** Audible or visual, mind-affecting

The legendary bard can use this performance to relax fatigue and tensions from themselves and their allies. Each ally within 30 feet of the bard ignores the fatigued and shaken conditions for as long as the bard maintains this performance.

### **Rallying Performance**

**Components:** Audible, mind-affecting

The legendary bard can use this performance to rally dispirited allies. Each round the bard makes a Perform check. Any ally (including the bard) within 30 feet may use this check in place of their own own saving throw against fear effects. Those already under a fear effect can attempt a new save each round using the bard’s Perform check at the beginning of their turn. Rallying performance does not work on effects that don’t allow saves.

### **Reloading Rhapsody**

**Components:** Audible or visual

The legendary bard can use this performance to enhance themselves and their party with quickened hands, allowing them to more easily reload their weapons. Any ally (including the bard) within 30 feet can reload their weapons one step faster (full-round action > standard action > move action > free action). This performance stacks with any other item or ability that allows a character to reload a weapon more quickly.

### **Restoring Resonance**

**Prerequisite(s)** Legendary bard level 4

This performance allows the legendary bard to restore their allies of harmful effects. When the bard begins this performance they select a single ally suffering from a harmful effect that could be affected by the *lesser restoration* spell. After three rounds of continuous performance, that creature is affected by the effects of *lesser restoration*. This performance requires no material components, but otherwise follows the same restrictions as the spells it is emulating. This performance cannot be affected by effects that allow the bard to continue a performance after they stop maintaining it, such as the Lingering Performance feat.

At 8th level, the legendary bard can choose to effect an ally suffering from an effect that could be affected by the *restoration* spell, and after performing for six rounds affect them by the effects of *restoration*.

At 14th level, the legendary bard can choose to effect an ally suffering from an effect that could be affected by the *greater restoration* spell, and after performing for ten rounds affect them by the effects of *greater restoration.*

### **Ritual of Reconciliation**

**Prerequisite(s)** Legendary bard level 8

**Components:** Audible, enchantment (charm), language dependent, mind-affecting

The legendary bard can use this performance to force reconciliation among hostile parties. This performance affects all creatures of the bard’s choice within 30 feet who can hear the bard, and who the bard can see.

Affected creatures must make a Will saving throw (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier). Creatures who fail have their attitude towards all creatures within the range improved by two steps. Creatures who have their attitude improved to indifferent or better immediately cease attacking the bard and their allies, but may otherwise act as they please. This effects for as long as the creature is within 30 feet of the bard and the bard continues their performance.

### **Serenade of Healing**

**Components:** Audible and visual, mind-affecting

The legendary bard learns a performance that can soothe the mind of creatures and allow them to fight on past their limits. Each round the bard performs the serenade of healing, they may cause a single creature within 30 feet to be healed a number of hit points equal to 1d8 + the bard’s level. At 4th level, the legendary bard can choose to spend additional rounds of performance when they use this ability to heal additional hit points. This is one additional round for 1d8 additional hit points at 4th level, increasing by 1 round and 1d8 hit points every 4 levels thereafter, to a maximum of 6 rounds of bardic performance spent to heal a number of hit points equal to 6d8 + the bard’s level. The legendary bard can choose how many rounds of bardic performance they wish to spend each time they start and maintain this performance. Serenade of healing cannot be extended using the Lingering Performance feat, or any similar effects.

### **Serenade of Healing, Greater**

**Prerequisite(s)** Legendary bard 14, Serenade of Healing bardic performance

**Components:** Audible and visual, mind-affecting The legendary bard can use this performance to soothe a creature of even the most devastating of injuries. By spending one minute in continuous performance and spending ten rounds of bardic performance, the legendary bard may cause a single creature within 30 feet to be healed a number of hit points equal to 10 x the bard’s level. In addition, the creature is cured of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded*,* insanity, nauseated, poisoned, sickened, and stunned.

### **Shattering Crescendo**

**Components:** Audible or visual, sonic

The legendary bard can use this performance to augment their current performance, creating a rising crescendo of shattering force. The legendary bard can spend 1 round of bardic performance as a standard action to direct a sonically charged burst at a creature or object. This performance deals 1d4 points of sonic damage plus the bard’s level to the target, and deals full damage to objects. Unlike a normal bardic performance, the legendary bard can perform a shattering crescendo while they are maintaining another bardic performance. The action cost of using this performance cannot be reduced in any way.

### **Sonata of Stone**

**Components:** Audible or visual, earth

The legendary bard learns a performance that causes the very earth beneath their feet to stir and rumble. Enemies within 30 feet of the bard are knocked off balance by the rumbling of the earth, giving them a -1 penalty to AC and Reflex saves while they are within the area. This penalty increases by 1 at 5th level, and every six levels thereafter (to a maximum of -4 at 17th level). Creatures who are flying or levitating above the ground are unaffected by this ability.

### **Song of Growth**

**Components:** Audible or visual

The legendary bard can use this performance to promote spontaneous growth. While the legendary bard maintains this performance, they can spend a standard action to select one side of a square within 30 feet of themselves and instantly create an opaque barrier of plant matter to block that face, providing total cover. They can create one barrier as part of starting this performance if they start the performance as a standard action. The side the bard selects must be supported by the ground, and the growth itself cannot support more than 5 pounds of weight. The conjured barrier has hardness 0, AC 5, and 2 hit points per legendary bard level. The legendary bard can maintain a number of plant growths equal to their Charisma modifier + half their class level. These barriers immediately crumble to dust when the performance ends.

### **Song of Storms**

**Prerequisite(s)** Legendary bard level 14

**Components:** Audible and visual

The legendary bard’s performances can change the weather itself, as the *control weather* spell using the bard’s level as their caster level. Performing the song of storms requires at least 10 rounds of continual performance. After the bard ends their performance, they choose how they wish the weather to manifest, causing it to change to their desired weather conditions after 10 minutes, and then persists for 1 hour per round they performed.

### **Soothe Emotions**

**Components:** Audible and visual, enchantment (charm), mind-affecting

The legendary bard learns a performance that soothes the minds of those that perceive it. All creatures of the bard’s choice within 90 feet who can see and hear the bard, share a language with the bard, and are capable of hearing the bard have their attitude towards the bard and their allies increased by 1 step (to a maximum of Helpful) for as long as the bard maintains this performance. The bard must be able to see the creatures they wish to affect with this performance. When this performance ends the creatures realize the effects the performance had on them, though any adjustments to their attitude while the performance was in effect (such as through the Diplomacy skill) stay in effect.

### **Soothing Ballad**

**Prerequisite(s)** Legendary bard level 8

**Components:** Audible and visual

The legendary bard learns a performance that soothes the injuries of their allies. By spending four consecutive rounds of performing the soothing ballad as a full-round action, the legendary bard can create an effect equivalent to the *mass cure light wounds* spell, using the bard’s level as their caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. As the bard increases in level, so too does the healing provided by this performance. It functions as *mass cure moderate wounds* at 11th level, *mass cure serious wounds* at 14th level, and *mass cure critical wounds* at 17th level. The legendary bard must spend a full-round action each round they wish to use this performance. Soothing ballad cannot be used to harm undead creatures, nor can it be extended using the Lingering Performance feat, or any similar effects.

### **Stilling Serenade**

*Source: Expanded Features December 2020*

**Components:** Audible and Visual

The legendary bard can use this performance to attempt to dispel effects that are altering the weather through magical means. Each round the bard performs the stilling serenade, they may select a single Storm veil or spell that alters or controls the weather within Medium range (100 feet + 10 feet per legendary bard level).

If this ability is used against a spell, the caster of the spells rolls a caster level check opposed by a roll of 1d20 + the legendary bard’s ranks in the perform skill used to perform this performance. If the bard succeeds on the opposed check, the spell is dispelled. If the bard fails, they cannot use this performance against that spell again within the next 24 hours.

If the bard uses this ability against a Storm veil, the veilweaver rolls 1d20 and adds their veilweaving level in opposition to the bard’s roll. If the bard succeeds, the Storm veil is suppressed for 1d4 rounds, or one minute if the bard beats the check by 10 or more.

### **Storm’s Symphony**

*Source: Expanded Features December 2020*

**Components:** Audible and Visual

The legendary bard’s performance can call upon the weather around them into a pocket of altered climate. When the stormsinger gains this bardic performance, they select two Storm veils and treat those as their veil list for this performance. When the bard begins this performance they immediately shape a single Storm veil from their veil list, treating it as if it were invested with a number of points of essence equal to its maximum essence capacity. This effective essence cannot be burned or reinvested. The legendary bard uses their bard level as their effective veilweaving level for this veil, and uses their Charisma as their veilweaving modifier for this veil. At 11th level, they also treat this Storm veil as if it were bound when they shape it. When the stormsinger ends their performance, the veil immediately unshapes.

The legendary bard has limited control over the effects of this Storm veil, allowing them to protect their allies from its effects. When they begin this performance, they select a number of creatures equal to their Charisma modifier + 1/2 their bard level (rounded down). If one of these creatures would be subjected to a saving throw from the bard’s Storm veils, they are treated as automatically passing that saving throw. If they are subjected to an attack roll or combat maneuver from the effects of the bard’s Storm veils it is treated as a miss. If they were to take damage from the bard’s Storm veils, that damage is reduced to 0. These same properties apply to the bard as a well.

At 8th level, and again at 14th level, the bard treats their essence capacity for this Storm veil as if it were 1 point higher. This ability does not stack with the improved essence capacity class feature, or any other class feature that increases the essence capacity of your veils.

**Special:** This bardic performance can be selected additional times; for each time it is selected beyond the first, the legendary bard selects an additional two Storm veils and adds those to their veil list for this performance.

### **Striding Freedom**

**Prerequisite(s)** Legendary bard level 12, Unbroken stride bardic performance

While using their unbroken stride performance, the legendary bard’s enhancement bonus to their base land speed increases to +30-feet, and they also gain the benefits of the *freedom of movement* spell for the duration of their performance.

### **Suggestion**

**Prerequisite(s)** Legendary bard level 6, Fascinate bardic performance

**Components:** Audible, enchantment (compulsion), language-dependent, mind-affecting

The legendary bard can use this performance to make a *suggestion* (as per the spell) to a creature that he has already fascinated using the fascinate performance. Using this ability does not disrupt the fascinate performance, but it does require a standard action and one round of bardic performance to activate (in addition to the free action and round of bardic performance required to continue the fascinate performance). This standard action is not reduced by the quickened performance ability. The legendary bard can use this ability more than once against an individual creature during an individual performance.

### **Suggestion, Mass**

**Prerequisite(s)** Legendary bard level 16, Suggestion bardic performance

This performance functions as the suggestion performance, but allows them to make a suggestion simultaneously to any number of creatures they have affected by the fascinate performance.

### **Symphony of Madness**

**Prerequisite(s)** Legendary bard level 14

**Components:** Audible, language-dependent, mind-affecting The legendary bard can use this performance to sow madness within the minds of their foes, causing them to turn against each other. Enemies within 30 feet of the bard are affected as if by a *song of discord* for as long as they can hear the performance. A successful Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours.

### **Symphony of Souls**

**Prerequisite(s)** Legendary bard level 6

**Components:** Audible or Visual

The legendary bard can use this performance to call upon a swirling morass of spirits to hinder their foes and damage their life essence. This morass of spirits forms a 15-foot radius emanation centered on the legendary bard that moves when they move. Enemies of the bard treat this area as difficult terrain. Whenever such a creature enters the area for the first time on their turn, or begins their turn in the area, they must make a Will saving throw (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) or suffer 3d6 points of damage, +1d6 per 2 legendary bard levels beyond 6th. This damage manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction.

### **Unbroken Stride**

**Prerequisite(s)** Legendary bard level 8

**Components:** Audible or visual

The legendary bard can utilize this performance to imbue themselves with grace and speed. The legendary bard gains an insight bonus equal to half their class level on all Acrobatics, Climb, Fly, and Ride checks. In addition, while maintaining this performance, they gain the benefits of the ranger’s woodland stride ability and a +10-foot enhancement bonus to their base land speed.

### **Waltz of the Waves**

**Components:** Audible or visual, water

This performance allows the legendary bard to control the waves themselves, as the *control water* spell with a caster level equal to their bard level. This effect persists for as long as the legendary bard maintains the performance, rather than the spells normal duration.