Inspiration
Tags: Innate Cost: 1 XP Requirements: Charisma 1 You can inspire others through stirring words or music. To do so, you use a Bonus Action on your turn to choose one creature other than yourself within 5 squares of you who can hear you. That creature gains one Inspiration die, a d6.
Once within the next hour, the creature can roll the die and add the number rolled to one Attribute Check, Attack roll, or Saving Throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You have 3 uses of this feature. When you finish a rest, you regain your expended uses.
Encore
Tags: Repeatable, Innate Cost: 1 XP(+1) Requirements: PB 2(+1) You gain one additional use of your Inspiration feature.
Vocal Cords
Tags: Repeatable, Innate Cost: 1 XP(+1) Requirements: PB 1(+1) The distance at which you can target creatures for your Inspiration feature increases by 1 square.
Words Have Power
Tags: Repeatable(3), Innate Cost: 2 XP(+1) Requirements: PB 3(+1) Your Inspiration die increases by one size, for example from a d6 to a d8, to a maximum of a d12.
Efficiency
Tags: Innate Cost: 2 XP Requirements: PB 1 If a creature does not use an Inspiration die before it is lost due to the time limit, you may regain one use of your Inspiration feature.
Solo Act
Tags: Innate Cost: 3 XP Requirements: PB 1 You may now target yourself with your Inspiration feature.
Bolstering Words
Tags: Innate Cost: 1 XP Requirements: PB 1 When you use your Inspiration feature on a creature, that creature gains Temporary Hit Points equal to your Charisma.
Unfaltering
Tags: Innate Cost: 3 XP Requirements: PB 1 Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Inspiration dice to its Attribute Check, Attack roll, or Saving Throw and the roll still fails, the creature can keep the Inspiration die.
Critical Moment
Tags: Innate Cost: 2 XP Requirements: PB 1 When a creature within range of your Inspiration feature fails an Attribute Check, Attack roll, or Saving Throw, you may use your Reaction to use your Inspiration feature on that creature and immediately roll the Inspiration die, possibly turning the failure into a success.
Go Beyond
Tags: Innate Cost: 5 XP Requirements: PB 3 When a creature uses one of your Inspiration dice, it can choose to gain the maximum result on the die without rolling, when it does so it gains 2 levels of exhaustion immediately after.
Battle Inspiration
Tags: Innate Cost: 2 XP Requirements: PB 1 A creature that has an Inspiration die from you can roll that die and add the number rolled to any damage roll it makes.
Alternatively, when an Attack roll is made against the creature, it can use its Reaction to roll the Inspiration die and add the number rolled to its Defense against that Attack, it can choose to do so after seeing the roll.
Combatant
Tags: Innate Cost: 4 XP Requirements: PB 1, Battle Inspiration upgrade When you use your Inspiration feature as a Bonus Action, you may as part of that Bonus Action use the Basic Attack maneuver.
Bard
Tags: Innate Cost: 0 XP Requirements: PB 1, Archetype with Arcane Focus property You may change the arcane focus of your Archetype to an instrument with which you are proficient.
Song of Rest
Tags: Innate Cost: 1 XP Requirements: PB 1 Once per rest, you may sing a song or perform a speech that rejuvenates your allies over the course of 1 minute.
You roll 2d10 + your Charisma. Up to ten creatures of your choice that you can see within 10 squares of you, which can include you, each regain Hit Points equal to the result of the roll.
This upgrade has no effect on undead or constructs.
Restful Words
Tags: Repeatable, Innate Cost: 1 XP Requirements: PB 2(+1), Song of Rest upgrade Whenever you roll dice as part of your Song of Rest upgrade, you roll one additional die.
Power Chord
Tags: Innate Cost: 1 XP Requirements: Maneuver Level 1 You learn the following maneuver:
Power Chord Level 1
Type: Daily Maneuver
Prerequisites: -
Action Type:
Action
Range:
10 squares
Duration:
1 minute
All hostile creatures within range must make a Fortitude Saving Throw. On a failed save, a creature takes 7d8 thunder damage, is Pushed 2 meters and is Dazed for 1 minute. On a successful save a creature takes half as much damage.
A creature who failed the Saving Throw can, at the end of each of its turns, make another Fortitude Saving Throw. On a success, the Dazed condition ends on the target.
As part of using this maneuver, you may expend 1 use of your Inspiration feature to give all friendly creatures within range one Inspiration die.
At Higher Levels. The damage increases by 2d8 for every maneuver level you have beyond 1.