Muse
Curiosity, compassion, or affection explains why some faeries take an interest in particular mortals. Other fey come to mortal aid after being summoned. But faeries who lend aid by awakening talents in mortals and inspiring greatness become muses. Any kind of faerie can assume this role, from hobgoblins who recognize artistic ability in a charge to elves who spot great potential in someone they meet and hope to foster it.
While more common among faeries than mortals, muses can arise from the non-fey too. Such inspirational people seek out worthy individuals who have some quality worth promoting. Mortal muses show their charges the possibilities they can attain and do all they can to help them realize their true natures.
Level 3 Muse
Attributes: Increase two attributes by 1 each
Health: +8
Bonus Damage: +1d6
Traditions: One
Spells: One novice
Languages: Any one
Gift of Inspiration (Magical): At the start of your turn, if you lack the confused, controlled, stunned, or unconscious afflictions, you can use this talent to inspire others. For 1 minute, you inspire allies inside a Size 3 space centered on you (Size 5 at level 6, Size 10 at level 9). Choose from the following options:
* Creativity: Each ally in the area adds your Intellect modifier to the results of all their attribute rolls. * Ire: Each ally in the area adds twice your Intellect modifier (minimum 2) to their damage rolls. * Joy: Each ally that starts their turn in the area heals damage equal to half your Intellect score.
You can use this talent a number of times equal to half your level, regaining expended uses of it after you rest.
Level 4 Muse
Health: +8 Spells: One novice Critical
Inspiration (Magical): When an ally affected by your Gift of Inspiration gets a critical success on a roll, that ally adds 20 to the result of the next roll they make before the end of their next turn. Once an ally benefits from this talent, you lose access to it until you use Gift of Inspiration again.
Level 6 Muse
Health: +8
Spells: One expert
Vision of Success (Magical): When an ally under the effects of your Gift of Inspiration gets a failure on an attribute roll, you can use a reaction to discard the result of the ally’s roll and enable them to roll again. If the new roll results in a success, the ally also heals 2d6 damage. You then lose access to this talent for 1 minute.
Level 9 Muse
Health: +8
Bonus Damage: +1d6
Spells: One master
Spirit of Success (Magical): You can use an action to target one ally within 10 yards who can see and hear you. Your form becomes hazy and indistinct, then flows into the ally’s body, where it remains for 1 minute or until you end this effect.
While inside the ally’s body, you add 10 to all their attribute and luck rolls, and you impose 1 bane on rolls made against the ally. You perceive through the ally’s body, move with the ally when they move, and can communicate with them mind-to-mind. You lose the ability to use reactions; you can use actions only to end this effect.