Battle Hymn
Battle Hymn shapes a character's supernatural focus, training, and power set.
Power index
Battle Hymn Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Begin a simple battle chant. Choose one creature other than yourself in the emanation that can hear you. Until the start of your next turn, the target gains a +1 bonus to the next attack roll, saving throw, or ability check it makes.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Round

Unleash a barbed phrase, cutting lyric, or humiliating note at one creature you can see within range. The target must make a WIS save. On a failed save, it takes 4 (1d6) psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 1d6
- Type
- Psychic
- Save
- WIS
Tier 1
4
Choose one creature other than yourself within range that can hear you. The target gains one Inspiration die, a d4. Once before the duration ends, the target may roll the die and add it to one attack roll, ability check, or saving throw it makes. A creature can have only one Inspiration die from you at a time.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 10 Minutes
- Effect
- 1d4

Choose one willing creature in the emanation that can hear you. The target may move up to 10 ft. without provoking opportunity attacks.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Instant

When a creature you can see within range that can hear you makes a saving throw against being charmed or frightened, you sing, shout, or play a protective refrain. The creature adds 1d4 to the save.
- Action
- Reaction
- Use
- At-Will
Tier 2
4
Choose one creature other than yourself within range that can hear you. The target gains one Inspiration die, a d6. Once before the duration ends, the target may add it to one attack roll, ability check, saving throw, or weapon damage roll it makes.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 10 Minutes
- Effect
- 1d6

Creatures of your choice in the emanation that can hear you increase their walking speed by 10 ft. until the start of your next turn. One affected creature may also stand from prone without spending movement.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Round

Begin a restorative melody. Creatures of your choice in the emanation that can hear you gain temporary hit points equal to 7 (2d6). The first time each affected creature regains hit points before the duration ends, it regains additional hit points equal to your spellcasting ability modifier.
- Action
Tier 3
4
Sing a dirge that shakes enemy confidence. Hostile creatures of your choice in the emanation that can hear you must make a WIS save. On a failed save, a creature takes 14 (4d6) psychic damage and has disadvantage on the next attack roll or saving throw it makes before the end of its next turn. On a success, it takes half damage and suffers no disadvantage.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Round
- Effect
- 4d6
- Type
- Psychic
- Save
- WIS

When a creature you can see within range that can hear you takes psychic or thunder damage, or fails a saving throw against being charmed or frightened, create a protective harmony. Reduce the triggering damage by 14 (3d8 + your spellcasting ability modifier), or allow the target to reroll the failed save and use the new result.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 3d8 + INT

Tier 4
4
Conduct the flow of combat. Creatures of your choice in the emanation that can hear you gain +10 ft. speed and advantage on initiative checks. Once on each of your turns, when an affected creature hits with a weapon attack, another affected creature may move up to 10 ft. without provoking opportunity attacks.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Concentration, 1 Minute

Choose one creature other than yourself within range that can hear you. The target gains one Inspiration die, a d8. Once before the duration ends, the target may add the die to one attack roll, ability check, saving throw, weapon damage roll, or AC against one attack.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 10 Minutes
- Effect
- 1d8

Choose creatures in the emanation that can hear you, up to your spellcasting ability modifier, minimum 1. Each target gains 18 (4d8) temporary hit points and may immediately move up to its speed without provoking opportunity attacks.
Tier 5
4
Hostile creatures of your choice in the emanation that can hear you must make a WIS save. On a failed save, a creature takes 27 (6d8) psychic damage and is frightened of you for the duration. A frightened creature repeats the save at the end of each of its turns, ending the effect on a success. On a successful initial save, it takes half damage and is not frightened.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- 6d8
- Type
- Psychic
- Save
- WIS

Choose creatures in the emanation that can hear you, up to your spellcasting ability modifier, minimum 1. Each target gains one Inspiration die, a d8. Once before the duration ends, a target may add the die to one attack roll, ability check, saving throw, weapon damage roll, or AC against one attack.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 10 Minutes
- Effect
- 1d8

Tier 6
4
When a hostile creature you can see within range that can hear you uses a power or spell with a verbal, sonic, charm, fear, or psychic component, spend 1 charge and force it to make a CHA save. On a failed save, the power or spell fails and is wasted. On a success, the creature subtracts 1d10 from one attack roll or saving throw caused by that power or spell.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 1d10 penalty
- Save
- CHA

Choose one creature other than yourself within range that can hear you. The target gains one Inspiration die, a d10. Once before the duration ends, the target may add the die to one attack roll, ability check, saving throw, weapon damage roll, AC against one attack, or the amount of hit points it regains from one healing effect.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 10 Minutes
- Effect
- 1d10

Tier 7
4
Hostile creatures of your choice in the emanation that can hear you must make a WIS save. On a failed save, a creature is charmed or frightened by you, your choice, for the duration. While affected, it has disadvantage on attack rolls and saving throws, and it cannot benefit from advantage. A creature repeats the save at the end of each of its turns, ending the effect on a success.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Concentration, 1 Minute
- Save
- WIS

Choose one creature other than yourself within range that can hear you. The target gains one Inspiration die, a d12. Once before the duration ends, the target may add the die to one attack roll, ability check, saving throw, weapon damage roll, AC against one attack, or healing roll. If the die rolls a 1 or 2, the target may reroll it and use the new result.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 10 Minutes
- Effect
- 1d12

Tier 8
4
Hostile creatures of your choice in the emanation that can hear you must make a WIS save. On a failed save, a creature is frightened for the duration, subtracts 1d10 from the first attack roll or saving throw it makes on each of its turns, and must make concentration saves with disadvantage. On a success, the creature is not frightened but subtracts 1d10 from its next attack roll before the end of its next turn.
- Action
- Action
- Use
- At-Will
- Range
- Self (90 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 1d10 penalty
- Save
- WIS

Conduct the battlefield as an overture. Creatures of your choice in the emanation that can hear you gain +15 ft. speed and may move through the spaces of allies without spending extra movement. Once on each of your turns, choose one affected creature. That creature may use its reaction to make one weapon attack, take the Dash action, or take the Disengage action.
- Action
- Action
- Use
- At-Will
- Range
- Self (90 ft.)
- Duration
- Concentration, 1 Minute
- Roll
- Attack

Tier 9
4
Hostile creatures of your choice in the emanation that can hear you must make a WIS save. On a failed save, a creature takes 70 (20d6) psychic damage, loses concentration, and cannot take reactions until the start of your next turn. On a success, it takes half damage and does not lose concentration.
- Action
- Action
- Use
- At-Will
- Range
- Self (90 ft.)
- Duration
- Instant
- Effect
- 20d6
- Type
- Psychic
- Save
- WIS

Choose creatures in the emanation that can hear you, up to your spellcasting ability modifier, minimum 1. Each target gains one Inspiration die, a d12. Once before the duration ends, a target may add the die to one attack roll, ability check, saving throw, weapon damage roll, AC against one attack, or healing roll. If a target rolls a 1, 2, or 3 on the die, it may reroll it and use the new result.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 10 Minutes
- Effect
- 1d12

Tier 10
4
End a performance with a perfect battlefield cadence. Creatures of your choice in the emanation that can hear you may each move up to their speed without provoking opportunity attacks and choose one: make one weapon attack, take the Dash action, take the Disengage action, make one saving throw against an effect currently affecting them, or regain 33 (6d10) hit points. Hostile creatures of your choice in the emanation that can hear you must make a WIS save or lose their reactions until the start of your next turn.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Instant
- Effect
- 6d10
- Type
- Healing
- Roll
- Attack
- Save
- WIS

Sustain a flawless protective harmony. Creatures of your choice in the emanation that can hear you cannot be charmed or frightened, have advantage on saving throws against powers and spells, and reduce psychic, thunder, and force damage they take by 22 (4d10). Once per round, when a hostile creature in the emanation uses a power or spell with a verbal, sonic, charm, fear, or psychic component, you may force it to make a CHA save. On a failed save, the power or spell fails and is wasted.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 4d10
- Save
- CHA











