Bard
Novice
Upgrade: Complete the Bard Harder side quest.
Innate Ability: Once per any unit's turn, reroll any 1 die rolled by a unit within 2 hexes of you, including yourself.
Can you reroll results that must be resolved?
Some skill results state that they must be resolved. However, you are still allowed to reroll them using the Bard's innate.
Remember that the Bard's innate only functions during unit turns, so any rolls that are made outside of battle or outside of a turn, cannot be rerolled with this innate.
Source| Tenacity Cost | Name | Ability |
|---|---|---|
| 1 | Red Mountain Drinking Song | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After deploying enemies, deal 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. to up to 2 enemies that were just deployed. |
| 1 | Stagger and Sway | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: When a party member engages an enemy, they may ignore 1 defense on that enemy. |
| 2 | Pilgrim on the Road | Gain the Bard Harder side quest, if not already gained. |
| 3 | Hear the Hist Speak | |
| 3 | Three Hearts as One | For each fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). die in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. adventurers for a collective total of 2 HP. |
Master
Innate Ability: Once per any unit's turn, reroll any 1 die rolled by a unit within 4 hexes of you, including yourself.
| Tenacity Cost | Name | Ability | Upgrade effect |
|---|---|---|---|
| 1 | Red Mountain Drinking Song | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After deploying enemies, deal 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. to up to 3 enemies that were just deployed. | Affects 1 additional enemy |
| 1 | Stagger and Sway | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: When a party member engages an enemy, they may ignore 1 defense on that enemy. | — |
| 2 | The Tale of Syrabane | Choose an adventurer in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile.. That adventurer recovers 1 drainedDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. or exhausted die. | New |
| 2 | Hear the Hist Speak | Tenacity cost (3 → 2) | |
| 3 | Three Hearts as One | For each fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). die in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. adventurers for a collective total of 2 HP. | — |
| 5 | Battle of Glenumbra Moors | Choose an adventurer. That adventurer removes all light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). from their cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. and takes an immediate turn. Your turn resumes when this turn ends. Once per battle. | New |
Can you see the dice result of the engage before deciding to use Stagger and Sway's interrupt?
Yes, you can make the decision to use the Bard's Stagger and Sway ability any time during that engage, so you can wait and see what the roll is.
SourceHow does Elusive work with damage that happens outside of a turn (e.g. Red Mountain Drinking Song)?
Elusive is only able to prevent damage that happens within a turn. It's not applicable to damage that happens outside of a unit's turn. So Bard's Red Mountain Drinking Song is not affected by Elusive when used after the initial enemy deployment that happens outside of a turn.
SourceHow does the free turn granted by Battle of Glenumbra Moors work?
Whenever there is a turn within a turn, or an engage within an engage, or a (non-interrupt) class ability within an engage - pause the current turn/engage, and resolve the thing "within" as if it is its own complete and separate thing. The damage dealt all gets dealt, it is not held to be later dealt with the damage of the encompassing engage/turn. Once you've finished the thing "within," unpause the encompassing turn/engage and continue on.
Source