Gloomhaven Soothsinger Guide – Cards, Builds, Perks, Enhancements & Items

Last Updated on June 14, 2025 by Samuel Franklin

With this Soothsinger guide you’ll become the master of songs as you buff your allies or debuff enemies through the power of your instrument. Filling a familiar bard archetype the Soothsinger (Music Note) is a powerful support character in Gloomhaven that is ideal in larger party sizes. This page details how to optimise your playstyle through card choices, perks, enhancements and item choices.

Table of Contents:
Soothsinger Cards, Perks, Enhancements and Items Overview
Soothsinger Cards Detailed
Soothsinger Perks Detailed
Soothsinger Enhancements Detailed
Soothsinger Items Detailed

Gloomhaven Soothsinger Guide Overview

This quick overview is my recommended template that uses key supportive cards to disable enemies before they can even attack your allies. Unlike other Gloomhaven characters your persistent song mechanic cards are not burned which encourages players to swap their song as necessary during the course of a scenario. With each song also having an in built experience gain at the end of the turn the Soothsinger is also one of the fastest and easiest mercenaries to level up.

Soothsinger Cards Overview

  • Level 1: Remove Unending Chant, Wistful Wounding and Warding Dagger to create your starting deck of cards
  • Level 2: Soothing Lullaby replaces Song of Speed
  • Level 3: Echoing Aria replaces Power Ballad
  • Level 4: Disorientating Dirge replaces Marching Beat
  • Level 5: Melody and Harmony replaces Call to Action
  • Level 6: Provoke Terror replaces Nimble Knife
  • Level 7: Nightmare Serenade replaces Tuning the Outcome
  • Level 8: Commanding Presence replaces Singing Arrow
  • Level 9: Captivating Performance replaces Soothing Lullaby

Soothsinger Perks Priority Overview

  • Remove two -1 cards (take twice)
  • Remove one -2 card
  • Replace one -1 card with one +0 stun card
  • Replace one +0 card with +1 disarm card
  • Replace two +1 cards with one +4 card
  • Replace one +0 card with one +2 wound card
  • Replace one +0 card with one +3 muddle card
  • Replace one +0 card with one +2 poison card
  • Replace one +0 card with one +2 curse card
  • Add two rolling curse cards
  • Add three rolling +1 card

Soothsinger Enhancements Priority Overview

  • Add additional hex to the top of Throw Voice
  • Add additional hex to the top of Provoke Terror
  • Add curse or disarm to the bottom of Disorientating Dirge
  • Add strengthen to the bottom of Disorientating Dirge

Soothsinger Items Priority Overview

  • Minor Stamina Potion
  • Cloak of Invisibility

gloomhaven-soothsinger-character-card

Gloomhaven Soothsinger Guide Detailed

This detailed portion of the Soothsinger support guide details the decisions in the overview section and provides potential changes for your playstyle preferences.

Soothsinger Cards Detailed

The Soothsinger card choices are relatively straight forward with only a few levels that offer a true choice. A critical building element to the Soothsinger hand is also a balance of bottom and top actions as it’s easy to become overweight in a either of these areas that will force you to use a weak default action. If you do find yourself playing in a party of 2 you’ll want to pass on a few of the disable focused actions and instead grab a few extra attacks for either the Soothsinger or attack granting actions to our allies.

  • Starting Cards: Removing Warding Dagger takes away an unnecessary melee attack and useless burn action at level 1. Next to be taken from our starting hand is Unending Chant as we really can’t afford to have a temporary persistent card at our hand size and we already have enough curse actions available. The last card for removal is the harder decision although by default I choose Wistful Wounding as our weak modifier deck does little with a bottom attack 1 action and wound is not always a necessary utility.
  • Level 2 Cards: Level 2 is an easy choice with a useful bottom heal action that adds to our utility tools while the top song is perfectly suited to poison and wound heavy scenarios. Change Tempo in comparison offers little and we can replace Song of Speed as this is our weakest card currently within our hand.
  • Level 3 Cards: Level 3 is a difficult choice and players may even lean towards Crippling Chorus at first. While this card does bring a massive burn stun we will acquire non burn options for stun and disarm in due course and need to be careful of using burn cards at our hand size. The bottom disarm is also slightly more difficult to use in practice as we prefer to sit behind our frontline. Instead I recommend taking Echoing Aria as it provides a surprisingly strong bottom action as 2 shield at level 3 effectively negates an entire enemy attack and the top retaliate has some niche party and scenario uses if you get desperate for damage sources.
  • Level 4 Cards: Level 4 provides one of our most powerful cards in Disorienting Dirge as we obtain a bottom action that simultaneously buffs our modifier decks and weakens the enemies. As if that wasn’t already attractive enough the bottom action has two enhancements slots to add strengthen to our allies and then double down on curses or add disarm instead that literally does everything in a single card. The top disadvantage song is also a great option once the curses have been stacked to ensure they are drawn.
  • Level 5 Cards: Level 5 provides us the interesting Melody and Harmony that allows us to play two songs at a time that might sound incredible but if you play this card even once you’ll quickly realise your mistake as your hand size quickly crumbles under the pressure. For this reason I don’t recommend ever using the top of Melody and Harmony but still recommend taking the card at level 5 as the bottom move and attack provides another great bottom action. Mobilising Measure simply doesn’t compete as extra movement to our allies or the Soothsinger aren’t at the top of our priority list.
  • Level 6 Cards: Once again we have an easy decision with a critical Soothsinger card that gives us the rare area of effect stun in Provoke Terror which is also a priority upgrade opportunity. In the rare instance we don’t want to stun a group of enemies we have a powerful bottom attack to pull an enemy into a trap or hazardous terrain. All of this makes Provoke Terror the obvious choice over Pull the Strings which while interesting in theme is a weak combination of actions and particularly so when you factor in we are stacking curses on enemy attack decks that mean the bottom attack action is likely to cause zero damage.
  • Level 7 Cards: Nightmare Serenade is another deadly curse card and even has a little bit of damage output. The effectiveness of this card means that Booming Proclamation really doesn’t compete on any level with its weak push attack and weak bottom burn that we can’t afford to use at our hand size anyway.
  • Level 8 Cards: With all the great cards available to date the song was due to end and level 8 provides our first mediocre choices for the Soothsinger which means it’s also a good opportunity to reflect back on any cards we’ve passed on previously. An important note is that we desperately want something with a strong top action at this level as we already have many great bottom actions and need a card with balance which means this is one of the few times we really only care about one side of the card. Focusing on level 8 specifically Commanding Presence actually offers us a top option that can consistently produce 4 or 6 damage before we factor in the attack perks of our selected ally and is a good default pick. Other tempting options include Booming Proclamation given our strong perk deck may actually mean it does more damage overall.
  • Level 9 Cards: The Soothsinger has some incredible level 9 options although we can unfortunately only choose one and my default recommendation is the Captivating Performance as it is simply not possible to pass up on the bottom 3 target stun that opens up so much flexibility for us in the utility department. The top song is also decent if we have lots of area of effect in our group as an upgrade to Power Ballad to use temporarily before a big attack of a party member is planned. While we don’t take Shadow Puppets it is worth honouring it’s own power with a top move jump allowing for some devastating setups with your bottom actions.

gloomhaven-soothsinger-perks

Soothsinger Perks Detailed

Despite being a support focused hero the Soothsinger has some of the best perks for raw damage through a +4 but also the other modifiers of wound, disarm, stun, curse and poison lying in wait for our enemies that encourages us to use the few attacks that we do have available.

Similar to other Gloomhaven mercenaries removing all negatives from our deck quickly before sneaking in the disarm card given it’s wide effectiveness to our team before adding extra damage. This means the +4, wound and +3 muddle are high priorities before grabbing the poison, curse and rolling card options.

gloomhaven-enhancements

Soothsinger Enhancements Detailed

The Soothsinger enhancements are fairly clear with anything we can do to add extra targets to our area of effect disables a great although expensive investment. They are still worth it if the gold is available as this improves our consistency at hitting 3 and sometimes even the satisfying 4 enemies. This means Throw Voice, Provoke Terror and Disorientating Dirge are notable enhancement options.

The effectiveness of these additional hex options lowers dramatically at a 2 player party level to the point I’d skip them and instead find ways to boost your damaging cards which will also be significantly cheaper. This could include the bottom of Melody and Harmony and Nightmare Serenade or the top of Booming Proclamation if you went down this route.

gloomhaven-items-cloak-of-invisibility

Soothsinger Items Detailed

Starting items aren’t particularly interesting for the Soothsinger with the standard Minor Stamina Potion allowing for some strong back to back round combinations to stack curses or stuns on the enemy when needed. The Cloak of Invisibility can also be a useful utility item to play aggressively or a get out of jail free card if we mess up our position on the battlefield.

Beyond these initial starting items noted above there is a critical Soothsinger item that allows us to hold all of these non move bottom actions in our small hand size and keep pace with our allies. This is an item that interacts with our default movement value to significantly improve it’s effectiveness and is so critical I’d almost recommend you only unlock Soothsinger once one of these items is obtained. Other items we want to look out for are those that allow us to get cards back, provide us with extra turns and provide various forms of team utility.

For information and build guides on other Gloomhaven character options visit our Gloomhaven classes overview and the related Gloomhaven class tier list.

Written by
Samuel Franklin
Samuel Franklin is the founder and lead editor of the Games Finder team and enjoys video games across all genres and platforms.

As a seasoned Gloomhaven adventurer Sam has delved into both the physical board game and the digital adaption for hundreds of scenario hours. While he enjoys the camaraderie and social aspect of the tabletop experience the digital version conveniences make it his preferred way to play where he has unlocked all of the Steam achievements. Sam frequently commands the Spellweaver, an elemental spellcasting powerhouse that he finds immensely satisfying for the risky, high reward playstyle that the class offers.

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