Agitating Arpeggio
5th-level enchantment (concentration)
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You unleash a powerful sequence of dissonant sounds, each phase of the spell causing chaotic effects on enemies while inspiring allies with furious determination. The effects of the spell progress through distinct phases over the course of five turns.
Phase Effects
Turn 1: Harrowing Overture
Enemies within range must make a Charisma saving throw. On a failed save, they:
- Are forced into a painful, erratic dance. While dancing, they randomly attack a creature adjacent to them (chosen randomly) with one melee or ranged attack if possible.
- Are deafened for the duration.
On a successful save, they are only deafened until they leave the spell radius.
Turn 2: Battle Staccato
Allies within range gain the ability to use the Reckless Attack feature once per turn, regardless of their class.
- If they already have the Reckless Attack feature, they gain one additional use per turn.
- If an ally uses Reckless Attack to strike an enemy that failed the saving throw during Harrowing Overture, they do not suffer the negative effects of Reckless Attack.
Turn 3: Slaughtering Syncopation
Enemies within range must make another Charisma saving throw. On a failed save, they:
- Use their movement to move as close as possible to the spell’s center (provoking opportunity attacks).
- Take 3d6 psychic damage.
If the enemy also failed the saving throw during Harrowing Overture, they take 6d6 psychic damage instead.
On a successful save, they take half damage and do not move.
Turn 4: Fortissimo Crash
Allies who use the Reckless Attack feature (including the one granted by this spell) deal an additional 2d6 thunder damage on a hit with a Reckless Attack while within the radius of the spell.
Turn 5: Final Fugue
Enemies within range must make a Charisma saving throw. On a failed save, they:
- Become vulnerable to the last type of damage they received until the start of your next turn.
If an enemy is killed within the spell’s radius by an ally’s attack or this spell’s effects during this phase, you can choose to restart the Arpeggio at Turn 1 without expending an additional spell slot. If no enemy dies, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the psychic damage of Slaughtering Syncopation and the thunder damage of Fortissimo Crash by 1d6 for each slot level above 5th.
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