- Animal Companion [1]
- Crane Stance [1]
- Double Shot [1]
- Dragon Stance [1]
- Maestro Muse [1]
- Maestro Muse, Focus Pool [1]
- Mountain Stance [1]
- Power Attack [1]
- Tiger Stance [1]
- Wild Shape [1]
- Wolf Stance [1]
- animal instinct [1]
- bloodline spell [1]
- devotion spells, tenets of good [1]
- divine ally (blade) [1]
- divine ally (shield), tenets of good [1]
- divine ally (steed) [1]
- dragon instinct [1]
- expert in Athletics [1]
- expert in Crafting, Snare Specialist [1]
- expert in Survival, Experienced Tracker [1]
- harmful font or healing font [1]
- incredible movement, ki spells [1]
- ki spells [1]
- leaf order [1]
- shield block [1]
- spirit instinct [1]
- storm order, tempest surge, order spell [1]
- trained in Athletics [1]
Found 58 matches
Level 6 Manipulate Concentrate Bard Metamagic
Prerequisites: Maestro Muse
You can perform multiple compositions simultaneously. IF your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn't end if you cast another composition, and you can cast another composition on the same turn as a Harmonized one. Casting another harmonized composition you have in effect.
Level 6 BArd
You don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. if you succeed, your action isn't interrupted.
Level 6 Bard
Prerequisites: Maestro Muse, Focus Pool
Your performances inspire even greater deeds in your allies. you learn the "Inspire Heroics" metamagic focus spell. Increase the number of Focus Points in your focus pool by 1.
Level 6 Champion
Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Level 6 Champion
Prerequisites: devotion spells, tenets of good
You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1.
Level 6 Champion
Prerequisites: divine ally (steed)
You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion (page 214). In addition, your mount never attacks you, even if it is magically compelled to do so.
Level 6 Champion
Prerequisites: divine ally (shield), tenets of good
You use your shield to protect your allies as well as yourself.
When you have a shield raised, you can use your Shield Block
reaction when an attack is made against an ally adjacent to
you. If you do, the shield prevents that ally from taking damage
instead of preventing you from taking damage, following the 1 normal rules for Shield Block.
Level 6 Champion
Prerequisites: divine ally (blade)
Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon.
If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend.
Level 6 Concentrate Metamagic Cleric
Prerequisites: harmful font or healing font
The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.
Level 6 Cleric
Trigger: You finish Casting a Spell using one of your divine spell slots on your turn.
You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an
additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.