Aspect Codex
Battle Hymn
Battle Hymn is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Battle Hymn defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Vicious Mockery
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.
Battle Chant
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.
Bardic Inspiration
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.
Countersong
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.
Cutting Words
When a creature you can see within range makes an attack roll, ability check, or damage roll, you may distract it with a cutting phrase or disruptive note. Roll 1d4 and subtract the result from the triggering roll.
Commanding Beat
Choose one willing creature in the emanation that can hear you. The target may move up to 10 ft. without provoking opportunity attacks.
Heroic Verse
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.
Song of Rest
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.
Unsettling Words
Choose one creature you can see within range that can hear you. Roll 1d6. The target subtracts the result from the next saving throw it makes before the start of your next turn.
Marching Cadence
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.
Rallying Performance
Begin an inspiring performance. Choose creatures in the emanation that can hear you, up to your spellcasting ability modifier, minimum 1. Each target gains one Inspiration die, a d6. Once before the duration ends, a target may add the die to one attack roll, ability check, saving throw, or weapon damage roll it makes.
Harmonic Ward
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.
Dirge of Doubt
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.
Quickening Rhythm
Set a rapid tempo. Creatures of your choice in the emanation that can hear you may use their reaction to move up to half their speed without provoking opportunity attacks. One affected creature may also make one weapon attack as part of the same reaction.
Greater Inspiration
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.
Mantle of Inspiration
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.
Song of Discord
Choose one creature you can see within range that can hear you. The target must make a WIS save. On a failed save, it is charmed or frightened by you, your choice, for the duration. While affected, the target cannot take reactions and subtracts 1d8 from the first attack roll or saving throw it makes on each of its turns. The target repeats the save at the end of each of its turns, ending the effect on a success.
Battle Tempo
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.
Mass Inspiration
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.
Song of Freedom
Creatures of your choice in the emanation that can hear you may immediately end one effect causing them to be charmed, frightened, grappled, restrained, or paralyzed. Each target also gains 18 (4d8) temporary hit points.
Fearsome Refrain
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.
War Chorus
Lead a martial chorus. Creatures of your choice in the emanation that can hear you gain +10 ft. speed. Once on each of your turns, when an affected creature hits with a weapon attack, another affected creature may use its reaction to make one weapon attack or move up to half its speed without provoking opportunity attacks.
Heroic Crescendo
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.
Disrupting Countersong
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.
Mind-Splitting Satire
Deliver a psychic performance that fractures focus. Choose up to three creatures you can see within range that can hear you. Each target must make a WIS save, taking 36 (8d8) psychic damage on a failed save, or half as much on a success. A creature that fails also loses concentration and cannot take reactions until the start of its next turn.
Tempo Shift
When initiative is rolled, or when a creature in the emanation that can hear you starts its turn, spend 1 charge to shift the tempo. Choose one willing creature in the emanation. The target may immediately move up to half its speed without provoking opportunity attacks and gains advantage on the next attack roll, saving throw, or ability check it makes before the end of its turn.
Legendary Inspiration
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.
Protective Anthem
Creatures of your choice in the emanation that can hear you have advantage on saving throws against being charmed, frightened, stunned, or paralyzed. The first time each affected creature fails one of those saves during the duration, it may treat the failed save as a success instead.
Discordant Performance
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.
Rhythm of Victory
Creatures of your choice in the emanation that can hear you gain +10 ft. speed. Once per round, when an affected creature reduces a hostile creature to 0 hit points or scores a critical hit, another affected creature may use its reaction to move up to its speed and make one weapon attack.
Song of Valor
Creatures of your choice in the emanation that can hear you gain one Inspiration die, a d10, when this performance begins. At the start of each of your turns for the duration, choose one affected creature that does not have an Inspiration die from you; that creature gains one d10 Inspiration die.
Perfect Harmony
Creatures of your choice in the emanation that can hear you reduce psychic, thunder, and force damage they take by 22 (4d10). When an affected creature succeeds on a saving throw against a power or spell, it gains temporary hit points equal to 22 (4d10).
Armybreaker Dirge
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.
Battlefield Overture
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.
Mythic Inspiration
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.
Song of Liberation
Creatures of your choice in the emanation that can hear you end any number of the following conditions affecting them: charmed, frightened, grappled, incapacitated, paralyzed, restrained, stunned, or unconscious. Each target also gains 45 (10d8) temporary hit points.
Final Refrain
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.
War Symphony
Creatures of your choice in the emanation that can hear you gain +15 ft. speed and advantage on weapon attack rolls made as reactions. Once per round, when an affected creature hits with a weapon attack, another affected creature may use its reaction to move up to its speed and make one weapon attack.
Song of Heroes
Perform a legendary anthem of courage. Creatures of your choice in the emanation that can hear you gain one Heroic Inspiration die, a d12, at the start of each of their turns. A creature may spend this die on an attack roll, ability check, saving throw, weapon damage roll, or AC against one attack. While affected, creatures are immune to being frightened and have advantage on saving throws against being charmed.
Perfect Countersong
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.
Word That Breaks Armies
Speak, sing, or play a ruinous refrain that shatters enemy morale. 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 and subtracts 1d12 from the first attack roll, saving throw, or ability check it makes on each of its turns. If it is concentrating, it immediately makes a concentration save with disadvantage. A creature repeats the save at the end of each of its turns, ending the effect on a success.
Grand Finale
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.
Characters With This Aspect
No character is linked to this aspect yet.