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Signature Ability


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Troubadour Feature

Signature Ability

Level 1

Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: Witty Banter.)

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Main Action

Artful Flourish

Signature

And they said practicing fencing was a waste!

Distance
Targets
Two creatures or objects
Power Roll +Agility
!2 damage
@5 damage
#7 damage
Effect

You can shift up to 3 squares.

Spend 2+ DramaYou can target one additional creature or object for every 2 drama spent.
l
Main Action

Cutting Sarcasm

Signature

There you are, radiating your usual charisma.

MagicRangedStrikeWeapon
Distance
Targets
One creature
Power Roll +Presence
!2 + P psychic damage; P < WEAK, bleeding (save ends)
@5 + P psychic damage; P < AVERAGE, bleeding (save ends)
#7 + P psychic damage; P < STRONG, bleeding (save ends)
l
Main Action

Instigator

Signature

I didn't do it! What?

Distance
Targets
One creature
Power Roll +Presence
!3 + P damage
@6 + P damage
#9 + P damage
Effect

The target is taunted by you or a willing ally adjacent to you until the end of the target's next turn.

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Main Action

Witty Banter

Signature

A lyrical (and physical) jab insults an enemy and inspires an ally.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Presence
!4 + P psychic damage
@5 + P psychic damage
#7 + P psychic damage
Effect

One ally within 10 squares of you can end one effect on them that is ended by a saving throw or that ends at the end of their turn.

Spend 1 DramaThe chosen ally can spend a Recovery.

Heroic Abilities

You master a range of heroic abilities, all of which cost drama to empower them.

3-Drama Ability

Choose one heroic ability from the following options, each of which costs 3 drama to use. (Quick Build: Harsh Critic.)

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Main Action

Harsh Critic

Just one bad review will ruin their day.

Distance
Melee 1 or ranged 10
Targets
One creature or object
Power Roll +Presence
!7 + P sonic damage
@10 + P sonic damage
#13 + P sonic damage
Effect

The first time the target uses an ability before the start of your next turn, any effects from the ability's tier outcomes other than damage are negated for all targets. Ability effects that always happen regardless of the power roll work as usual.

l
Main Action

Hypnotic Overtones

You produce an entrancing note that twists the senses in a spectacular fashion.

AreaMagic
Distance
Targets
Each enemy in the area
Power Roll +Presence
!Slide 1; I < WEAK, dazed (save ends)
@Slide 1; I < AVERAGE, dazed (save ends)
#Slide 2; I < STRONG, dazed (save ends)
Spend 2+ DramaThe size of the burst increases by 1 for every 2 drama spent.
l
Main Action

Quick Rewrite

You write something unexpected into the scene that hinders your enemy.

AreaMagicRanged
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll +Presence
!4 damage; P < WEAK, slowed (save ends)
@5 damage; P < AVERAGE, slowed (save ends)
#6 damage; P < STRONG, restrained (save ends)
Effect

The area is difficult terrain for enemies.

5-Drama Ability

Choose one heroic ability from the following options, each of which costs 5 drama to use. (Quick Build: Dramatic Reversal.)

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Main Action

Dramatic Reversal

Give the audience a surprise.

AreaMagic
Distance
Targets
Self and each ally in the area
Power Roll +Presence
!The target can shift 1 square and make a free strike.
@The target can shift up to 2 squares and make a free strike that gains an edge.
#The target can shift up to 3 squares and make a free strike that gains an edge, then can spend a Recovery.
f
Maneuver

Fake Your Death

O happy dagger, this is thy sheath!

Magic
Distance
Self
Targets
Self
Effect

You turn invisible and create a magical illusion of your corpse falling in your space. While you are invisible, you gain a +3 bonus to speed and you ignore difficult terrain. The illusion and your invisibility last until the end of your next turn, or until the illusion is interacted with, you take damage, or you use a main action or a maneuver.

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Main Action

Flip the Script

You try a different take on events, justifying the new locations everyone ended up in.

AreaMagic
Distance
Targets
Self and each ally in the area
Effect

Each target can teleport up to 5 squares. Any teleported target who was slowed is no longer slowed.

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Main Action

Method Acting

They're so hurt by your performance, you start to believe it yourself.

Distance
Targets
One creature
Power Roll +Agility
!6 + A damage; P < WEAK, weakened (save ends)
@10 + A damage; P < AVERAGE, weakened (save ends)
#14 + A damage; P < STRONG, weakened (save ends)
Effect

You can become bleeding (save ends) to deal an extra 5 corruption damage to the target.

Source: Draw Steel: Heroes · printing 1.01b