Courage

Courage can give two warriors the strength of five, and five warriors the strength of twenty. The Courage theme focuses on buffs, leadership, and battle tactics.

Spells from the Courage theme allow you to bolster the actions of allies, issue commands, coordinate the position of allies, protect your allies, make your allies immune to fear, inspire bravery and perseverance, redirect attacks to yourself, bestow hope and increase healing effects, and make a call to action.

Power sources

Divine, Music, and Psionic

Table of contents

Courage feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: Capable with at least one weapon group

While you aren’t incapacitated, you and each friendly creature within 5 meters of you who can see or hear you gains a +2 bonus to initiative rolls.

This does not stack with other ability bonuses to your initiative

You become capable, or proficient if you are already capable and are 5th level or higher, with the Persuasion skill.

Additionally, as an action you can attempt to calm a frightened creature. Make a Persuasion check against Difficulty 15. On a success, the fear effect is suppressed until the end of your next turn or the creature is no longer frightened (at the GM’s discretion).

Chef

2nd

As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your Aptitude Bonus. At the end of the short rest, any creature who eats the food and spends one or more Health Dice to regain health regains an extra 1d8 health.

Additionally, with one hour of work or when you finish a long rest, you can cook a number of treats equal to your Aptitude Bonus, provided you have ingredients and cook’s utensils on hand. These special treats last 8 hours after being made. A creature can use an action to eat one of those treats to gain temporary health equal to your Aptitude Bonus.

While you aren’t incapacitated, you and each friendly creature that starts its turn within 5 meters of you who can see or hear you has its speed increased by 2 meters until the end of its turn.

Prerequisites: Proficient with at least one weapon group

Once on your turn when you use an action to make a weapon attack, you can use the Help action without using an action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 5 meters of you, rather than 1 meter of you, if the target can see or hear you.

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 10 meters of you. Each one gains temporary health equal to 1d10 + your level, provided that the creature can see or hear you.

Courage maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains temporary health equal to your maneuver ability.

Enhance

You can increase the temporary health for each additional stamina die expended.

As an action, make a weapon attack, opening a moment of opportunity for a creature within 5 meters who can see or hear you. That creature can immediately use its reaction to make one weapon attack against the target of your attack.

Enhance

You can add the stamina die to the attack’s damage (add half if it miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature you can see within 5 meters of you attacks a creature you can see, you can grant that creature advantage on attacks until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes an attack or saving throw roll, you can inspire it. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Enhance

You can inspire one additional creature for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on its next attack or Will saving throw made before the end of your next turn.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.

As a reaction, which you use when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 5 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.

Courage spells

As an action, you shout commands to an ally to strike a creature. Chose one creature within 10 meters. If your ally attacks the target before the end of your next turn, its first attack is made with advantage.

On a hit, add 1d6 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

As an action, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on its next attack or Will saving throw made before the end of your next turn.

concentration, 1 minute/mana

As an action, a willing creature that you can touch or see within 10 meters is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains 1d4 + your spellcasting ability temporary health at the start of each of its turns. When the spell ends, the target loses any remaining temporary health from this spell.

Augment

You can increase the temporary health by 2d4 for each additional mana expended.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes a skill check or a saving throw, you can inspire it. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can inspire one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, you endow yourself with energy fueled by magic. You gain 1 stamina die.

Augment

You can expend 1 additional mana to gain 2 additional stamina dice.

concentration, 1 minute/mana

As an action, you mindlessly encourage a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead or is immune to being charmed, the spell has no effect on it.

On a failure, you cause its bloodlust to overcome its sense of preservation as it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, up to two creatures of your choice within 10 meters who can see or hear you each gain an extra action to use on their individual turns. This action can only be used to make an Athletics, Brawn, Nimbleness, or Stealth check or use the Dash, Disengage, or Use an Object action. The action goes away if not used before the end of your next turn.

Augment

You can command two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to half its health or less, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains 1d8 + your spellcasting ability temporary health.

Augment

You can increase the temporary health by 1d8 for each additional mana expended.

concentration, 1 minute/mana

As two actions, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration. Until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals an extra 1d6 damage with weapon attacks.

Augment

You can increase the damage by 1d6 for every two additional mana expended.

concentration, 1 minute/mana

As two actions, your voice strengthens the will of up to two creatures who can see or hear you within 5 meters. Whenever a target makes a skill check or a saving throw before the spell ends, it rolls with advantage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 5 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.

M (gem-encrusted bowl worth 1,000 sp, consumed)

As you spend 10 minutes to cast this spell, you bring forth a great feast within 5 meters, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Will saving throws with advantage. Its maximum health also increases by 2d10, and it gains the same amount of health. These benefits last for 24 hours.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick