Masters of adaptation, improv artists can change their methods of casting and fighting on the fly. These bards are incredibly unpredictable, able to seamlessly blend a variety of combat and magic spheres in unique combinations and then alter said combinations each day.
Weapon and Armor Proficiencies
The improv artist is proficient with simple weapons, as well as light armor and bucklers.
In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. This modifies the legendary bard’s weapon and armor proficiencies.
Casting: The improv artist may combine spheres and talents to create magical effects. (Note: all casters may select a casting tradition the first time they gain the casting class feature.) The legendary bard is considered a mid-caster. This replaces the legendary bard’s bardic casting, cantrips, and bardic knowledge class features.
Spell Pool: The improv artist gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Practitioning: The improv artist uses their casting ability modifier as their practitioner modifiersom.
Flexible Talents: At 1st level, and every odd level thereafter, the improv artist gains a combat or magic talent of their choice. However, unlike most talents, a improv artist is able to change these particular talents as they desire. Whenever the flexible bard rests to regain spell points, they may change any and all of their flexible talents, losing the previous ones and gaining new spheres and new talents in their place. Only flexible talents can be changed in this way; combat or magic talents gained at even levels, as part of levels taken in other classes, as part of the 2 bonus talents all casters gain when they first gain the casting class feature, as part of their martial tradition, or gained from taking the Extra Magic Talent or Extra Combat Talent feats are not eligible to be changed in this fashion.
Blended Training: At 2nd level, and every even level thereafter, the improv artist gains a combat or magic talent of their choice.
Adaptable Talents: At 2nd level, the improv artist can take a move action to grant themself the benefits of one combat or magic talent they don’t possess. This effect lasts for 1 minute. The legendary bard must possess the talent’s base sphere and meet any prerequisites for the talent, if it has prerequisites. The improv artist gains an additional use of this ability at 5th level, and every 3 levels thereafter. The legendary bard can use this ability again before its duration expires in order to replace their talent with another choice. This replaces the legendary bard’s lore master and jack of all trades class features.
Improved Adaptable Talents: At 11th level, the improv artist may use their adaptable talents ability to gain the benefits of two talents as a move action or one talent as a swift action. Each individual talent selected counts toward the improv artist’s daily uses of adaptable talents.
Mastered Adaptable Talents: At 20th level, the improv artist may use their adaptable talents ability to gain three talents as a move action, two talents as a swift action, or one talent as an immediate action. Each individual talent selected counts toward the improv artist’s daily uses of adaptable talents.
Section 15: Copyright Notice
Legendary Bards © 2020, Legendary Games; Authors Hal Kennette and N. Jolly