Musician
A musician, as is obviously implied has an affinity with music. The music a musician plays can raise the spirits of their allies or rock their enemies to their cores. Musicians can choose between ear piercing damage, friend boosting rhythms and blade swinging dance moves.
Choosing to be a musician is choosing to be an all around offensive support. You can buff your friends with inspiring symphonies. You can also keep yourself alive as well as your enemies at bay with your damaging songs and dances. No group of pirates, marines or otherwise ever succeeds if they die of boredom first, a little music goes a long way. If you want to keep your friends alive and entertained, be a musician.
Class Overview
| Level | Proficiency Bonus | Features | Musical Inspiration Die |
|---|---|---|---|
| 1 | +2 | Musical Inspiration, Dancing Duelist / Harmony / Unison | d6 |
| 2 | +2 | N/A | d6 |
| 3 | +3 | Adept Inspiration, Dirty Dancing / Grim Aria / Invigorating Melody | d8 |
| 4 | +3 | Stat Increase | d8 |
| 5 | +4 | Blade Flourish / Eloquent Note / Major Third | d8 |
| 6 | +4 | Stat Increase | d10 |
| 7 | +5 | Advanced Choreography / Ninth Symphony / Sound, Mind, and Body | d10 |
| 8 | +5 | Stat Increase | d10 |
| 9 | +6 | N/A | d12 |
| 10 | +6 | Stat Increase, Song of Scratches / Grand Finale / Melodic Sonata | d12 |
Class Features
Hit Points
- Hit Dice: 1d8 per level for the first three levels, then 2d8 per level.
- Hit Points at First Level: 8 + Your Con mod
- Hit Points at Higher Levels: 8 + Your Con mod until level 3, then 16 + Your Con mod
Proficiencies
- Armor: Light Armor and Medium Armor
- Weapons: Simple Weapons, Martial Weapons
- Saving Throws: Dex + Cha
- Skills: Acrobatics, Insight/Perception (choose one), Persuasion, Performance
Equipment
- (a) a Rapier or (b) any Martial Weapon
- (a) two Daggers or (b) any Simple Weapon
- An Explorer’s Pack and any Instrument of your choice
Level 1 Abilities
Musical Inspiration
- You can inspire others through stirring words or music as a bonus action. Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one musical Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the musical Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the musical Inspiration die is rolled, it is lost. A creature can have only one musical Inspiration die at a time.
- You can use this feature a number of times equal to your Charisma modifier + 3 (min 1). You regain any expended uses when you finish a short rest.
- Your musical Inspiration die changes when you reach certain levels in this class.
Level 1 Options
Dancing Duelist
You dance around a creature with reckless audacity. You can add damage on top of your weapon attack if you are the only creature within 5 feet of someone you are trying to hit equal to two of your Musical Inspiration die.
Harm-ony
You can use your instrument of choice as a weapon. You have proficiency with it, it adds Cha to attack and damage, and has a range of 15 ft. The damage dealt is equal to your Musical Inspiration Die.
Additionally, you can expend one use of your Musical Inspiration and add that to your damage once a turn.
Unison
You can give a out a number of musical inspirations at once equal to half of your Cha mod (minimum 1)
Additionally, if you give someone the Help action on your turn, the creature you gave it to can make two attacks as an action.
Level 3 Abilities
Adept Inspiration
- You regain expended uses of your Musical Inspiration on a critical Cha based skill check or saving throw, or if you kill a creature with a Musician move or weapon attack.
- Whenever a creature uses their Musical Inspiration, you and the creature both gain Temp HP equal to 3 times what was rolled.
Level 3 Options
Dirty Dancing
- Ballad of Blades. When you get extra damage from Dancing Duelist, you can make an extra attack as a bonus action.
- Goading Flare. As a bonus action, you can make a Persuasion check against a creature’s Insight that can see and hear you. If you succeed, the creature has disadvantage on all attacks against creatures that aren’t you and can’t make opportunity attacks against someone other than you.
Grim Aria
You gain access to different melodies you can play with your instrument of choice. If there is a DC, it is 8 + your prof bonus + your cha mod. Your attack modifier is your prof bonus + your Cha mod. You can play Tremor, Shatter, Fear, or Charm once on your turn on a creature within 60 feet of you that can see and hear you.
- Tremor. 10 ft diameter, to hit, 3d8 + mod bludg, rough terrain, and knocks prone.
- Shatter. 15 ft radius, con save, 2d8 + mod thunder or half as much, deafened, a nat 1 makes them stunned.
- Fear. Single target, con save, 4d8 + mod psychic damage and frightened for 1 min, concentration
- Charm. Single target, wis save, 1d8 + mod psychic damage and charmed for 10 min, concentration
Invigorating Melody
You can make the Help action as a bonus action and can do it from 10 feet away with line of sight.
- Rally. You expend one use of your Musical Inspiration and roll it. The number you rolled is the amount of creatures (within 30 ft of you) you can grant 15 extra feet of movement and temp HP equal to three times what your rolled on your Musical Inspiration.
Level 5 Ability Options
Blade Flourish
Whenever you take the Attack action on your turn, you can expend one use of your Musical Inspiration to perform a Flourish. You can do Defensive, Slashing, or Mobile flourish when you make an attack with your weapon.
If a creature misses an attack against you, you can move somewhere else within their threatened area.
- Defensive Flourish. You can expend one use of your Musical Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Musical Inspiration die. You also add the number rolled to your AC until the start of your next turn.
- Slashing Flourish. You can expend one use of your Musical Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Musical Inspiration die.
- Mobile Flourish. You can expend one use of your Musical Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Musical Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Eloquent Note
When you take the Attack action on your turn with your instrument, you can expend one use of your Musical Inspiration to play an Eloquent Note. You can do Accent, Accelerando, or Forte.
If a creature misses an attack against you, you can make an attack with your instrument as a reaction a number of times a day equal to your Dex mod.
- Accent Note. Adds damage equal to 3 times your Musical Inspiration
- Accelerando Note. You can make two attacks with the weapon, but the damage is halved on the second one
- Forte Note. Single target now becomes a 15 ft diameter, AOE increases by 10 radius
Major Third
When you take the Attack action on your turn, you can expend one use of your Musical Inspiration to play a chord to amp people up. You can play a Tenor, Alto, or a Soprano Third.
If a creature misses an attack against you, an allied creature that can see you can move 15 feet closer to you as a free action without provoking opportunity attacks.
- Tenor Third. +3 AC to a creature within 15 ft of you
- Alto Third. +3 To a score of your choice to a creature within 15 ft of you
- Soprano Third. +3 To Hit given to a creature within 15 ft of you
Level 7 Ability Options
Advanced Choreography
- If you hit a creature with a weapon attack, they cannot take an opportunity attack against you.
- Your movement speed increases by 15.
- You can expend a number of Musical Inspiration die equal to your Cha and add it to your damage.
- You roll initiative rolls with advantage.
Ninth Symphony
- You roll twice as many dice for your Grim Aria abilities.
- The damage for your instrument of choice deals three of your Musical Inspiration.
- If you hit a creature with an attack from your instrument, you can make them deafened until the start of their next turn.
- Your AC increases by your Charisma mod.
Sound, Mind, and Body
- Any Musical Inspiration die you give yields the maximum amount.
- You can move through friendly creature’s areas
- Damage dealt to creatures with a Musical Inspiration die can be split between another creature with one.
- You can give yourself musical inspiration.
Level 10 Ability Options
Song of Scratches
As an action once per short rest, you can take up to your maximum move speed and go through other creature’s tiles. Once you stop, every tile you walked over must make a Dex saving throw, with the DC being your Dex score, or take 10d8 + your Dex slashing damage, or half as much on a successful save. This attack is unreactable.
Grand Finale
As an action once per short rest, you spend three turns shredding on your instrument. Every hostile creature that can hear you must make a Wis saving throw equal to 10 + your Cha mod or become charmed for one minute or until they are hit. If they pass the save, they take 7d8 + Dex thunder damage. Every turn you play this, the creatures not charmed must reroll.
Melodic Sonata
As an action once per short rest, your beautiful melody reaches all friendly creatures who hear you. They all get a Musical Inspiration without you expending any, temp HP equal to 10 times your Cha mod, advantage on saving throws, and extra damage on top of attacks equal to 3 times your Cha mod.