Balladier icon

Sylváeia Subclass

Balladier

Louder Than Ever

History

In the heart of the ancient Silvanea Elves’ Verdant Haven, before the Sundering War, the art of vocal magic held a revered place. The first Balladiers were renowned storytellers who wove spells into their songs, using the power of their voice to influence reality. During the Sundering War, these vocal magicians contributed with empowering speeches, rallying songs, and devastating sonic attacks that could shatter enemy fortifications. They often served as both diplomats and warriors, negotiating truces and inspiring valor in their allies while demoralizing their foes with haunting ballads of doom.

After the Sundering War, the world changed drastically. With the fall of the old order and the rise of technology, the Balladiers had to adapt. Those who survived found themselves in a world that had moved on from the old ways of magic but still craved the emotional connection that their art provided. Some Balladiers took to the new media, becoming musicians, DJs, podcasters, and social media influencers. They discovered that the new forms of mass communication amplified their abilities to an unprecedented degree. The digital age, with its ability to reach millions simultaneously, became their new Verdant Haven.

In the present day, Balladiers operate in the world of entertainment and media. Their music videos can inspire revolution, their broadcasts can heal emotional wounds, and their online performances can provide arcane benefits to viewers across the globe. Their ancient art has evolved into a fusion of magic and technology, making them some of the most influential beings in the modern world.

Balladiers are now seen in concert halls and recording studios, on live streams and at public rallies. Their influence has expanded beyond the battlefield to the cultural and political arenas. They are the rock stars, the influencers, the voices of change. Their performances can sway public opinion, drive social movements, and even alter the outcome of elections with a well-crafted song or an empowering speech.

Despite their adaptation to the modern world, Balladiers still hold deep respect for their ancient traditions. Many practice old vocal techniques in private, combining them with modern tools to create a unique blend of old and new. Secret societies of Balladiers exist, dedicated to preserving and advancing the art of vocal magic. These groups, known as “Harmonies,” meet in hidden locations to share knowledge, practice their art, and ensure that the ancient power of vocal magic continues to thrive in a world that has largely forgotten it.

The journey of the Balladiers is a testament to the resilience and adaptability of magical traditions. From the Verdant Haven to the digital age, their art has evolved, adapted, and thrived. In a world where the line between magic and technology blurs, the Balladiers stand as a bridge between the past and the future, using their voices to shape the world in ways both ancient and innovative.

Subclass Breakdown

Balladiers are dynamic performers who draw extraordinary power from a mastery of vocal magic, unparalleled charm, and raw magnetic personality. Emerging from the same ancient traditions as the Heralds, Balladiers fuse the mystical art of Sylváeia with modern technology, music, and cultural magic. Whether commanding a viral stage, electrifying a packed crowd, or captivating a street performance, Balladiers harness the collective energy of their audience to amplify their magic. Through pure emotional resonance and show-stopping displays, they bend reality itself, inspiring awe, healing wounds, or shattering hostile creature’s morale. In their hands, the ancient art of vocal and musical magic isn’t just alive — it’s louder than ever.

Base Class

Sylváeia

Core Ability

Charm

Aptitude Dice

d6

MAB

6

Aptitude

One Toolkit and Skill of your choice. If you chose a Skill you already have Aptitude, when you roll Your Aptitude Dice you can roll twice and take the highest number.

The Stage

Amp Points

Total: 5 + your Level + Intuition Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

Amp Dice

Starts at 1d4. Deals Sonic Damage.

Spell Weaving

1d20 + MAB

Key Mechanics

Star Power (Passive)

Embracing the spotlight, your magical energy captivates and influences those around you. Your performances and displays of creativity not only entertain but also channel the collective energy of your audience into a tangible force.

Reputation Points Interactions (Passive)

Several Balladier abilities scale with Reputation Points, granting enhanced effects at 20+, 40+, 50+, or 60+ Reputation.

Shellshocked (Debuff)

On their next roll the Target rolls twice and takes the lowest Roll.

Until the end of their next Turn, unless stated otherwise.

4

Amp It Up

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Oh, Hell No!

AP: 1 | RCore Synergy

When an ally within sight rolls a Critical Failure on a Skill Check, you may immediately convert it into a Critical Success.

Charismatic Aura

AP: 2 | CA | 3 Amp Points | Duration: 3 Rounds | Range: Self | Radius: 5 m | Concentration

While Charismatic Aura is active: You and all allies within Radius gain +1 to Will Defense Rolls. While wielding a musical instrument inside your Aura you may Weave Spells through the instrument, negating the Vocal requirement. You may add +1 AMP Dice to Damage and Healing Spells. You may switch freely between a musical instrument and a weapon without spending AP.

Flair

AP: 1 | QA/R | 1 Amp Point

Choose an ally within Charismatic Aura and grant them one Amp Dice that may be used on any single Roll of their choice (before knowing the result). Amp Dice last for a number of Rounds equal to your Charm Modifier, even if they leave the aura. You cannot grant Amp Dice to yourself. An ally may only hold one Amp Dice at a time.

Drop the Beat

AP: 1 | QA | 2 Amp Points | Duration: 3 Rounds | Range: 10 m | Concentration

Designate a hostile creature you can see and for the Duration when you or an ally make an Attack against that creature you may roll twice and take the higher result. If you deal damage to the target they become Shellshocked.

Rhythm Maker

AP: 2 | CA | 1 Amp Point | Range: 10 m

Choose a target that you can see within Range and teleport to within Melee Range. You may make two Attacks against that target. If you deal Overflow damage you may add +1 Amp Dice to the Damage Roll and the target becomes Shellshocked.

Spotlight Empowerment

AP: 2 | CA | 1 Amp Point | Range: 10 m

Choose an ally within Range and grant them +4 to all Defense Rolls until the end of their next Turn. If there are hostile creatures within 3 m of you they must also make a Will Defense Roll against your Spell Weaving. On failure, they are compelled to target the Spotlighted ally on their next Turn.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Pump up the Volume

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you channel your sonic energy. Your path grants abilities at levels 6, 8, and 10. Additionally you gain Adept Loom-craft (See Core Rule Book: The Spell-Loom).

Path of the Rebel

Disruption and debuff amplification. You command the stage with a rebellious spirit and thrive on disruption, feeding off every crack you force into the enemy lines.

Passive: Whenever a hostile creature suffers a negative Condition or Effect from your Subclass abilities, you gain 1 Amp Point (once per Round).

Damn the Man

AP: 1 | R | 2 Amp Points | Duration: 3 Rounds | Range: 15 m

Choose a target within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, the target takes 2 Amp Dice of damage and they suffer from one of the following conditions of your choice: Confused, Stunned, Restrained, Grappled, Frightened.

Level 8

Rebel’s Rally

AP: 1 | QA | 3 Amp Points

Creatures affected by Damn the Man take 3 Amp Dice of Psychic Damage and suffer Shellshocked. If you have 20+ Reputation Points you can increase this to 4 Amp Dice of damage.

Level 10

Punch Dancing

AP: 1 | QA | 2 Amp Points

The power of your voice is magnified to establishment-shattering levels. When a creature is effected by Damn the Man they must move toward their nearest ally and make an attack against them. If they fail their Attack Roll they take 2 Amp Dice of damage. If they do not have an ally they suffer one additional Condition from Damn the Man until the end of their next Turn. If you have 20+ Reputation Points you can increase this to 3 Amp Dice of damage.

Path of The Rockstar

Aura-based dominance and maximum damage. You’re always the main event, no matter what stage you step on. The crowd is at your mercy and no one is truly prepared for your performance.

Passive: While Charismatic Aura is active, whenever a hostile creature fails a Defense Roll against your Subclass Feats or Spells, they suffer Shellshocked.

Live at the Apollo

Passive

While using your Charismatic Aura and when you deal damage using Rhythm Maker the target takes maximum damage from your Amp Dice and they cannot exit your aura unless they succeed on a Will Defense Roll against your Spell Weaving.

Level 8

Detroit Rock City

AP: 1 | R | 3 Amp Points

All hostile creatures within your Charismatic Aura are effected by Drop the Beat until the end of your next Turn.

Level 10

The Coliseum

AP: 1 | QA | 2 Amp Points | Duration: 2 Rounds

While your Charismatic Aura is active all Area of Effect Spells or Abilities activated by you or your allies within it can add your Amp Dice to their Rolls. You and your allies are Immune to any harmful effects or Damage from these Spells or Abilities.

Path of the Sound Engineer

Battlefield control and sound manipulation. You manipulate and engineer sound waves and music to create powerful, reality-altering effects.

Passive: When you successfully maintain Concentration on a Subclass Feat for 3 consecutive Rounds, you regain 1 Amp Point.

Sonic Wall

AP: 2 | CA | 5 Amp Points | Duration: 5 Rounds | Range: 6 m | Concentration

When you create the Sonic Wall, choose one effect: High Frequency Shield: Blocks all Non-Magical Physical Projectiles and creature movement through the Wall. Grants Significant Cover to creatures behind it. Resonant Pulse: Blocks Magical Spells of your level or lower from passing through the Wall.

Level 8

Harmonic Feedback

AP: 1 | R | 3 Amp Points | Duration: 2 Rounds | Range: 10 m

You may end your Sonic Wall early and grant its power to an ally within Range and you may choose one additional effect that lasts for the Duration: Gain Resistance to all Magical Damage Types. Gain +2 to all Rolls. Restore HP + THP equal to your maximum Amp Dice Roll.

Level 10

Sonic Wave

AP: 1 | QA | 3 Amp Points | Range: 10 m

You may detonate the Sonic Wall forward in a devastating blast. Creatures in the Wave’s path must make a Will Defense Roll against your Spell Weaving. On failure, they are Stunned for 1 Round and suffer the Shellshocked Debuff. On success, they are pushed 5 m backward and suffer 2 Amp Dice of damage.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Defensive & Offensive Feats

Backstage Pass

AP: 1 | QA/R | 2 Amp Points

You switch places with one willing ally within your Charismatic Aura. Until the start of your next Turn, you gain +2 to all Defense Rolls.

Captivating Aria

AP: 1 | R | 2 Amp Points

Your voice entrances a target, making them more susceptible to your influence. When a creature targets you with an Attack, you may force them to make a Will Defense Roll against your Spell Weaving. On failure, the creature becomes Paralyzed until the end of their next Turn.

Path-Specific Feats

Share the Stage

AP: 1 | QA | 4 Amp PointsRockstar

If you have chosen Path of the Rockstar you may move the center point of your Charismatic Aura on one creature you touch.

Panic at the Disco

AP: 1 | QA | 3 Amp Points | Duration: Sonic WallSound Engineer

Hostile creatures who come within 2 m of your Sonic Wall must make a Will Defense Roll against your Spell Weaving. On failure, they become Frightened for the Duration.

Utility Feats

Adept Amp Dice

Passive

Your Amp Dice are now 1d6 and your Spell Weaving Checks increase by +1.

Amp Battery

Passive

When you roll the maximum value on an Amp Dice you regain 1 Amp Point. This can occur once per Round.

Are You In A Band?

AP: 1 | R | 2 Amp Points

When you grant a target Amp Dice, all allies within your Charismatic Aura gain the following benefits until the beginning of your next Turn: +4 m to their Speed. +2 Bonus on their next dice roll.

Charismatic Booster

AP: 1 | R | 2 Amp Points | Range: 5 m

Allies within Range who make a Charm-based Skill Check may add your Spell Weaving Modifier to their roll.

Fan Boi Panic

AP: 1 | QA/R | 2 Amp Points

Make a Charm based Skill Check against a creature’s Insight Skill Check within Range. The target must be Threat Level Moderate or Lower. On success, they must make a Morale Check.

Fan Donation

Passive

With a flick of your charismatic wrist, you conjure a mundane item into your possession. Once a day, you can add one Mundane item of your choice, that you have seen before, to your inventory. Note: these items vanish in one hour.

Intuitive Charisma

AP: 1 | R | 3 Amp Points

You may add your MAB to any Intuition-based Skill Check.

Monetization of Fame

AP: 1 | QA/R | 4 Amp Points | Range: 3 m

You have learned how to turn your fame and influence into cold, hard cash. Make a Persuasion Skill Check at +2 against a creature’s Insight Skill Check within Range. On success, you convince the target to make a small donation of half of the credits they are carrying or an item they have in their inventory.

Viral Sensation

Passive

You’ve mastered the art of grabbing attention Online. When you succeed on a Media Check to gain Fame or Infamy, gain +2 additional Reputation Points.

Specialized Character Refinement

SCR

You can select a Specialized Character Refinement.

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Oh, Hell No! Upgrade

Passive

When you use Oh, Hell No! you now grant the ally +4 to their next Roll (Attack, Skill, or Defense).

Charismatic Aura Upgrade

Passive

Radius: Increased to 8 m. Duration: Increased to 5 Rounds. Allies inside your Aura now add +1 Amp Dice to any Healing Rolls they receive.

Flair Upgrade

Passive

Allies can now store up to two Amp Dice at a time. You may now grant yourself Flair.

Drop the Beat Upgrade

Passive

Duration: Increased to 5 Rounds. You may re-roll 1s and 2s on Damage Dice when making attacks with Drop the Beat.

Rhythm Maker Upgrade

Passive

Range: Increased to 15 m. On hit, you deal a minimum amount of Overflow Damage equal to your Charm Modifier.

Spotlight Empowerment Upgrade

Passive

Range: Increased to 15 m. The targeted ally now gains Resistance to all Damage Types until the end of their next Turn. Hostile creatures who fail their Will Defense Roll now suffer –2 to their next Attack Roll.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15. Additionally you gain Master Loom-craft (See Core Rule Book: The Spell-Loom).

Sorry, Not Sorry

AP: 1 | RMaster Synergy

When an ally you can see fails a Charm-based Skill Check, you may immediately roll a Performance Skill Check to replace their failed result with yours.

Path of the Producer

Ambient aura effects and random battlefield control. You are now able to channel the power of music to create powerful effects that benefit allies and hinder enemies.

Passive: When using Overcome against a mind altering effect you may roll two dice and choose the higher of the rolls.

Harmony Clash

AP: 2 | CA | 3 Amp Points

While Charismatic Aura is active, you create a magical ambient effect in your Charismatic Aura. Roll 1d6 and use the associated effect: 1. Harmonic Disruption: All hostile creatures suffer –2 to their next Defense Roll. 2. Rhythm Breaker: All hostile creatures suffer the Shellshocked Debuff. 3. Crowd’s Anthem: Each ally gains 1 Amp Dice to their next roll. 4. Disruptive Discord: Make a Performance Skill Check and all hostile creatures take damage equal to half the roll. 5. Harmonious Unity: All allies gain +2 to their next Attack Roll. 6. Harmonic Shield: Make a Performance Skill Check and all allies gain HP equal to half the roll.

Level 13

Sound Mixer

AP: 1 | QA | 2 Amp Points

When you activate Harmony Clash, roll 2d6 and choose one of the two results. You may choose one ally within your aura to make a Performance Skill Check and add that result to Disruptive Discord or Harmonic Shield.

Level 15

Multi-track

AP: 1 | QA | 3 Amp Points

When you activate Harmony Clash choose to either: Select the specific effect you want. Roll 2d6 and gain both effects.

Path of The Socialite

Reputation-fueled social domination. Front page of a magazine? Check. Walking the red carpet? Check. Making an out-of-touch internet apology but still maintain a massive fan base? Check!

Passive: When you succeed on a Media Check, gain +4 to all Charm-based Skill Checks for the next 24 hours.

Broadcast Breakdown

AP: 1 | QA/R | 3 Amp Points | Range: 10 m

When a hostile creature fails a Defense Roll against you: Gain +1 Reputation Points and inflict the Shellshocked Debuff on a new target in Range who witnessed the failure. Target loses all Concentration if they were maintaining a spell or ability.

Level 13

Brand Influencer

AP: 1 | QA | 3 Amp Points | Duration: 4 Rounds | Concentration

Force a creature that can hear you to make a Will Defense Roll against your Spell Weaving. On failure, the creature is Charmed by you for the Duration. If your Reputation Points ≥40: Lasts 6 Rounds. If your Reputation Points ≥50: Dominated instead of Charmed.

Level 15

Star Obsessed

AP: 1 | QA/R | 3 Amp Points | Range: 10 m

When you make a Charm based Skill Check or Weave a Spell, you can force one creature within Range to make a Will Defense Roll against your Spell Weaving. On a failure, they are compelled to move toward you and suffer –5 to all rolls against any target that isn’t you until end of next Turn.

Path of the Starmaker

Ally empowerment and reflected glory. With each ally’s success, their achievements amplifying your confidence and presence on the battlefield.

Passive: Whenever an ally spends one of your Amp Dice you regain HP equal to the result.

Egomaniac

AP: 1 | R | 3 Amp Points

When an ally uses your Amp Dice granted by Flair you gain +4 to your next Roll. If the Amp Dice was used on a Damage or Healing Roll, add an additional +1.

Level 13

Precision Flair

AP: 1 | QA/R | 4 Amp Points

With a calculated display of artistry, you fine-tune your performance. When granting an ally Flair, the Amp Dice is automatically the max result. If the Amp Dice was used on an Attack Roll and is a Critical Hit, the Amp Dice is added to the Damage Roll. If the Amp Dice was used on a Defense Roll and it fails, the damage is reduced by an amount equal to the Amp Dice.

Level 15

Fame Knows No Bounds

Passive

Your magnetic influence transcends physical boundaries. Granting Flair is no longer tied to Charismatic Aura being active. You may now grant Flair to any creature that can see or hear you. When a granted Amp Dice rolls at maximum you may roll one additional and add it to the result.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defensive & Offensive Feats

Autotune Salvation

AP: 1 | R | 2 Amp Points

When you or an ally within your Charismatic Aura take damage, the attacker must make a Will Defense Roll. On failure, they take 2 Amp Dice of damage and suffer the Shellshocked Debuff.

Bursting Aura

AP: 1 | CA | 5 Amp Points | Range: Self | Radius: 15 m

You may end your Charismatic Aura early to send a pulse of influence outward. All allies within Range gain the benefits of your Aura until the end of the Round.

Flairstorm

AP: 2 | CA | 4 Amp Points | Range: Self | Radius: 10 m

All hostile creatures within Range must make a Will Defense Roll against your Spell Weaving. On failure, they take 4 Amp Dice of damage and suffer the Shellshocked Debuff. All allies in Range gain Flair.

Path-Specific Feats

A Family Band

AP: 1 | QA | 10 Amp PointsProducer

When activating Sound Mixer you may have all allies within your aura make a Performance Skill Check and add that result to Disruptive Discord or Harmonic Shield.

Amped Up Flair

PassiveStarmaker

If you have chosen the Starmaker Path: When an ally uses an Amp Dice and rolls the maximum result, you regain 1 Amp Point. If an ally rolls a 1 on an Amp Dice, you may let them re-roll it.

Utility Feats

Bardic Amplification

Passive

You may now spend ARC or Amp Points to Amplify the effects of a Spells.

Duetted Amplification

AP: 1 | R

When an ally Weaves a Spell spend half the ARC cost (rounded up) to Amplify it and add your Performance Skill Modifier to their Attack Roll.

Master Amp Dice

Passive

Your Amp Dice are now 1d8 you can now Concentrate on Charismatic Aura and one Spell at the same time.

Overcompensating

AP: 1 | R | 5 Amp Points

Sacrificing your dignity means nothing for the sake of Fame. You may roll two Amp Dice and add it to your next Roll. If you fail the roll, the pressure you put on yourself, and the desire for perfection, takes a toll on your psyche and you immediately take Psychic Damage equal to the roll.

Rhythmic Revere

AP: 1 | R | 5 Amp Points | Range: 5 m

When you deal damage while wielding a musical instrument, all creatures within Range must make a Will Defense Roll against your Spell Weaving. On failure, they take half the damage from the original target.

Specialized Character Refinement

SCR

You can select a Specialized Character Refinement.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your sonic mastery, granting abilities at levels 16, 18, and 20. Additionally you gain Pinnacle Loom-crafting (See Core Rule Book: The Spell-Loom).

Failing Forward

AP: 1 | RPinnacle Synergy

When an ally you can see rolls a Critical Failure on an Attack Roll, you can treat it as a Critical Success.

Path of the Amped Apocalypse

Explosive damage and splash effects. Your performances allows you to channel raw energy into your attacks.

Passive: Whenever you deal damage to a hostile creature, all hostile creatures within 1 m of that creature suffer 1 Amp Dice of damage.

Can’t Stop Me Now

AP: 1 | QA/R | 5 Amp Points

When Drop the Beat is active, if an Attack misses the target suffers 3 Amp Dice of damage and the Shellshocked Debuff for the Duration.

Level 18

Resonant Pulse

AP: 1 | QA/R | 3 Amp Points | Range: 5 m

When you deal damage with Can’t Stop Me Now all creatures within Range of the original target take 1 Amp Dice of damage and suffer the Shellshocked Debuff.

Level 20

Sonic Bomb

AP: 4 | CA | 15 Amp Points | Range: Self | Radius: 6 m

Teleport to any Unoccupied Space you can see, all hostile creatures within the Radius of your arrival take 5 Amp Dice of damage and are thrown 8 m away and are knocked Prone. Hostile creatures within 2 m of the space you left take 2 Amp Dice of Psychic Damage and are Shellshocked.

Path of the Icon

Ally teleportation and battlefield command. You dramatically call upon your allies, projecting an otherworldly aura, and command the battlefield with your stunning presence.

Passive: While your Charismatic Aura is active, all hostile creatures that start their Turn inside the Aura automatically suffer the Shellshocked Debuff.

Adventurers Assemble

AP: 1 | QA/R | 8 Amp Points | Duration: Until the start of your next Turn

While your Charismatic Aura is active all willing allies that can hear you are teleported to an Unoccupied Space within 1 m of you and for the Duration gain: Resistance to Non-Magical Physical Damage. +2 AP. +5 Movement Speed. Ignore Overflow Damage and Injuries from hostile attacks.

Level 18

All That Glitters

AP: 1 | QA/R | 4 Amp Points

When activating Adventurers Assemble all hostile creature within your aura must make a Will Defense Roll against your Spell Weaving. On failure, they must redirect their next attack to another creature of your choice, gaining +3 to the Attack Roll.

Level 20

Perfect Pitch

AP: 2 | CA | 15 Amp Points | Range: 8 m

Choose one creature within Range and force them to make a Defense Roll against a group Performance Skill Check made by you and your allies. On hit, each ally that participated must donate one of their Subclass Dice towards the total damage dealt. Your allies can increase the number of Subclass Dice used by spending one Subclass Point per dice to a maximum of three each.

Path of the Immortal Encore

Hype stacking and escalating power. Every note you breathe shapes reality. Every beat you unleash becomes legend. Wherever your voice carries, empires tremble and hearts ignite.

Passive: You may add your Amp Dice to your Spell Weaving Check.

Building Hype

Passive

At the end of each Round, if you damaged a hostile creature or healed an ally, you gain one Hype Stack. For each Hype Stack you currently have, you gain: +1 Amp Dice. +1 to your Spell Weaving Check. You lose all stacks if you are Stunned, Paralyzed, or fail to deal damage or heal for one full Round. If you reach five Hype Stacks, you regain 4 Amp Points and your next damage or healing roll is max on the dice. After this effect is used, your Hype Stack returns to one.

Level 18

Peak Performance

AP: 2 | CA | 3 Amp Points | Range: Self | Radius: 5 m

Spend all Hype Stacks and force all hostile creatures within the Radius to make a Fortitude Defense Roll against your Spell Weaving: On failure, they take damage equal to the number of Hype Stacks in Amp Dice and suffer the Shellshocked Debuff. Allies within Radius are Healed for 1 Amp Dice per Stack. Stacks are consumed after the attack.

Level 20

Starborn Pulse

Passive

Your Stack maximum increases to 8. Your Hype Stacks no longer reset even if you are Stunned, Paralyzed, or fail to deal damage or heal for one full Round. Instead of using all of your Hype Stacks you may trigger a specific number of stacks when using Peak Performance.

Path of the Mob Star

Summoned fan swarm and crowd control. You weaponize the obsessive loyalty of your die-hard fans, unleashing their ethereal energy to control the battlefield.

Passive: Gain +5 Amp Points.

Summon Horde of Fans

AP: 2 | CA | 8 Amp Points | Duration: 5 Rounds, or dismissed as a Quick Action

Summon a Horde of Fans in an Unoccupied Space within 8 m. Immediately acts after your Turn with 3 AP per Round. You may only have one Horde of Fans at a time. Disappears at 0 HP.

Size / Type

Large Swarm (Ethereal)

HP

Equal to 4 times your level

Speed

20 m

Senses

15 m Darkvision

Initiative

+3

Immunities

Charmed, Exhausted, Grappled, Frightened, Restrained, Stunned

Languages

Telepathic

Defense Rolls

FORT +9REX +3WILL -4

Ability Scores

STR 19 (+5)END 18 (+4)AGI 15 (+3)COG 6 (+0)INT 2 (-2)CHA 2 (-2)

Roar of the Crowd

Special Ability

Hostile creatures within 2 m suffer –2 to Defense Rolls and lose the ability to take Reactions or Concentration.

Devourer

AP: 1 | QA

Make a Contested Grapple against a creature of Medium Size or smaller. On success, the target is Blinded and Restrained, and has Significant Cover against attacks and other effects outside of the Horde. While a creature is Devoured, it takes 3d6 Bludgeoning Damage at the start of each their Turns.

Level 18

Fanatical Frenzy

Passive

While the Horde of Fans is active, when a hostile creature targets you, the Horde may automatically absorb the attack once per Turn, reducing the damage by half.

Level 20

Toxic Behavior

AP: 2 | CA | 6 Amp Points | Range: Self | Radius: 10 m

While Horde of Fans is active, release a wave of toxic fan energy and force all hostile creatures in the Radius to make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 6d6 + your level Psychic Damage.

Resonate Spell-Loom

Passive | Level 20

At level 20, you can now co-forge legendary spells. Any number of Loom-crafters may work together in the same Long Rest: each helper donates AF to the cost and adds +1 to the lead weaver’s Encoding Check. On success, every contributor learns the spell.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Path-Specific Feats

Bomb-ardier

PassiveAmped Apocalypse

You can use Sonic Bomb on an ally you can touch.

For the Horde

AP: 2 | CA | 3 Amp Points | Range: 10 mMob Star

Your Horde of Die-Hard Fans reaches a fever pitch, their chaotic energy causing confusion and fear in those around them. While your Horde of Fans is active, unleash a frenzy of chaotic energy. Hostile creatures within Range must make a Will Defense Roll against your Spell Weaving. On failure, they are Frightened until the end of their next Turn. If already Frightened, they also suffer Shellshocked.

The Fantastic Adventurers

PassiveIcon

While Adventurers Assemble is active allies can add their Charm Modifier to their Attack Rolls.

This Is My Hype Man

PassiveImmortal Encore

You gain Hype Stacks when an ally inside your Charismatic Aura deals damage or heals an ally.

Utility Feats

Cult of Fame

Passive

When you succeed on a Media Check, for 48 hours vendors in your current city or region sell to you at a 50% discount and you and your allies gain +5 to all Charm-based Skill Checks.

Going Viral

AP: 1 | R

When an ally within your Charismatic Aura uses an Amp Dice from Flair, you may pass an unused Amp Dice from one ally to another within the Aura.

I’m Famous B*tch

AP: 2 | CA | 6 Amp Points | Duration: 1 minute

Instantly transform your appearance, voice, and social media presence to mimic another known figure—real or invented. All hostile creatures must roll an Insight Skill Check against your Performance Skill Check. On failure, they treat you as that figure.

Pinnacle Amp Dice

Passive

Your Amp Dice are now 1d10. Increase any Ability Score by +2.

That’s Canon Now

AP: 2 | CA | 3 Amp Points | Duration: 5 Rounds | Range: 15 m

Your words hold such power that they can reshape reality in the minds of those who hear them. Select a creature you can see and make a Contested Charm-based Skill Check (Persuasion, Deception, etc.) against the targets Insight Skill Check. On failure, for the Duration they believe your statement as absolute truth, regardless of logic or reality. Only overwhelming evidence or divine intervention can break this belief.

Voice of the Bard

Passive

When you succeed on a Charm-based Skill Check: All other hostile creatures within Hearing or Line of Sight must make a Will Defense Roll against your Spell Weaving. On failure, they suffer the Shellshocked Debuff. If your Reputation is 60+, this effect extends to all creatures viewing or hearing you via digital means.

Specialized Character Refinement

SCR

You can select a Specialized Character Refinement.