Sorcerer
Base Class: Sorcerer

Music lives on in every part of the world, a rhythm in every phenomena, a melody in every oscillation, a passion in every heart. Music is the strongest form of magic, the shorthand of emotion, a vessel for true expression. Symphonic Soul sorcerers channel these inner notes and rhythms to create great songs of majesty, and devastate the field with their splendor.

Melodic Magic

Your link to music allows you to learn spells from the bard class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the bard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Conductor of Battle

When you take this subclass at first level, you are able to channel your magic through a weapon. You gain proficiency in any single simple or martial melee weapon. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your sorcerer spells.

One Great Symphony

The Symphonic Soul's sorcerer's great pursuit in life, finishing their Magnum Opus, perfecting the one true song. On your turn during combat you can spend the following actions in order to add certain notes to your Stave:

  • Bonus Action - Treble Clef - Begin your melody, upon taking this action you begin a new sequence. 
  • Object Interaction - Quaver - Add a 2 Quavers connected by a beam, you can also expend an action in order to use an object interaction to beam 4 Quavers.
  • Action - Crotchet - Add a single Crotchet to your sequence.
  • Movement - Rest - Adds a single quarter Rest to your sequence by spending 10ft of movement, can add multiple and split up.
  • Reaction - Staccato - Adds a single Staccato to your sequence.

At the end of your turn you can end any number of sequences in order to play the melody and apply their effects. A sequence is a transient thing, and only lasts one minute before it is lost completely. Creatures may only be under one of each type of buff at once. Each effect has a range of either yourself, or 30ft and lasts for a minute. You must maintain each effect as if concentrating on a spell, but may have multiple at once. The effect gained depends on the melody played:

Treble Clef - T, Quaver - Q, Crotchet - C, Rest - R, Staccato - S

Speed buff:

  • Speed Up(Self, Minor) - Cast Haste on yourself without expending a spell slot. - T C S
  • Speed Up(Self, Major) - Cast Haste to yourself without expending a spell slot. -  T C S R Q Q R
  • Speed Up(Group, Minor) - Cast Haste on you and creatures of your choice in range without expending a spell slot. - T C S S C
  • Speed Up(Group, Major) - Grants Haste to you and creatures of your choice in range without expending a spell slot. - T C S R C R Q Q

Damage buff:

  • Damage Bonus(Self, Minor) - Grants bonus to hit and damage rolls for yourself. Bonus is equal to your charisma modifier divided by 2. - T S C
  • Damage Bonus(Self, Major) - Grants bonus to hit and damage rolls for yourself. Bonus is equal to your charisma modifier. - T S C R Q Q R
  • Damage Bonus(Group, Minor) - Grants bonus to hit and damage rolls for you and creatures of your choice in range. Bonus is equal to your charisma modifier divided by 2. - T S C C S
  • Damage Bonus(Group, Major) - Grants bonus to hit and damage rolls for you and creatures of your choice in range. Bonus is equal to your charisma modifier. - T S C Q Q C S R

Defense buff:

  • Defense Bonus(Self, Minor) - Grants bonus to AC and saving throws for yourself. Bonus is equal to your charisma modifier divided by 2. - T R Q Q
  • Defense Bonus(Self, Major) - Grants bonus to AC and saving throws for yourself. Bonus is equal to your charisma modifier. - T R Q Q R C S
  • Defense Bonus(Group, Minor) - Grants bonus to AC and saving throws for you and creatures of your choice in range. Bonus is equal to your charisma modifier divided by 2. - T R Q Q R Q Q
  • Defense Bonus(Group, Major) - Grants bonus to AC and saving throws for you and creatures of your choice in range. Bonus is equal to your charisma modifier. - T R Q Q C S R Q Q 

Heal buff: 

  • Heal(Self, Minor) - Heal 1d8+charisma modifier once. -  T Q Q R
  • Heal(Self, Major) - Heal 1d8+charisma modifier once per turn at the start of your turn for one minute. - T R Q Q R C S
  • Heal(Group, Minor) - You and creatures of your choice in range heal 1d8+charisma modifier once. - T Q Q R R Q Q
  • Heal(Group, Major) -  You and creatures of your choice in range heal 1d8+charisma modifier at the start of their turns for one minute. - T Q Q R C S R Q Q

You can have a maximum of 2 full notes on a bar, increasing as you gain levels in this class, 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level. 

Overwhelming Passion

Starting at 6th level, you are able to channel your innate magical wellspring in order to channel notes into your symphony. Once per turn as a free action you may instead of expending an action type in order to add a Crotchet, 2 Quavers, Rest or Staccato, instead you can expend a number of sorcery points according to the type in order to form that note.

  • Crotchet - 5 Sorcery points
  • Quaver - 1 Sorcery point each
  • Rest - 2 Sorcery points
  • Staccato - 4 Sorcery points

Group Composition

At 14th level, you can call for your allies to aid you in forming your music. As an action, you can open up your song. Creatures within 30ft of you can spend their reaction in order to add up to one Staccato to one of your sequences, and any of the following:

  • Be unable to take an action on their next turn, and add a single Crotchet to one of your sequences.
  • Be unable to take a bonus action on their next turn, and cause you to begin a new sequence.
  • Be unable to use an object interaction on their next turn, and add two Quavers to one of your sequences.
  • Lose 10ft of movement until the end of their next turn, and add a single rest to one of your sequences.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on long rest.

Lost in the Symphony

Beginning at 18th level, upon entering initiative you can enter a trance of immense focus for a minute. While in this form you may immediately begin up to 3 sequences, and gain the following benefits:

  • Once per turn, you may add notes for free up to one whole note. 
  • Notes added using expended action types may be added to any number of sequences simultaneously, but still in order.
  • You are immune to the incapacitated condition, and conditions that would cause you to be incapacitated. As well as spells or effects that would cause you to lose actions, or only be able to take certain actions on your turn.

You may enter this form once, in which case you may not use it again until you finish a long rest, unless you spend 5 Sorcery points in order to enter it again.

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