You spend your action playing your instrument of choice, or singing a song. Upon finishing the final note/beat/chord, a shockwave of energy bursts from your or your instrument. Roll a d6, to determine what effect the shockwave has.
1: All enemies in the radius are subjected to a thunderous sound. Each creature affected must make a constitution saving throw. On a failed save, they take 4d8 thunder damage and are pushed back 10ft. On a successful save, they take half damage, and are not pushed back.
2: All enemies are infatuated with the sound emanating from you. Each creature affected must make a charisma saving throw, or be charmed by you for 1 minute. They spend their turns cheering and applauding. They can repeat the saving throw at the end of their turns.
3: Your music is so energetic, that it explodes from you/ your instrument. Choose up to 5 enemies in the radius. They each make a dexterity saving throw. On a failed save, they take 6d6 lightning damage or half as much on a successful one.
4: Your song fills your allies with inspiration, and your enemies with dread. For the next minute, up to 4 creatures of your choosing within the radius can add a d4 to attack rolls and saving throws. Up to 4 hostile creatures within the radius must make a wisdom saving throw. On a failed save, the affected creatures subtract a d4 to all attack rolls and saving throws for the duration of the spell.
5. Special effects are an important part of the show. Create a 15ft radius ball of fire within a 60ft range. Every creature in that radius must make a dexterity saving throw. On a failed save, they take 10d4 fire damage or half as much on a successful save.
6. Your music is so breathtaking, that it stuns your audience. All enemies within the radius must make an intelligence saving throw. On a failed save, they are stunned until the end of your next turn.
Comments