Level
4th
Casting Time
1 Bonus Action
Range/Area
Self
Components
V
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect

As an additional cost to maintain this spell's effect, you must spend a Bonus Action each round chanting one of the stanza so long as you are concentrating on it.

While under this spell's effect; when you take the attack action with a melee weapon you gain additional attacks equal to half your Dexterity Modifier (minimum 1, rounded down). You  gain the effect of the stanza you chant. Your allies gain the effect for the round if they start their turn within 5 feet of you.

First Stanza; Symphony of Power When you hit with a melee weapon, you may reroll any 1 or 2 on the damage dice, but must use the second roll. Gain advantage on Strength saving throws.

Second Stanza; Symphony of Agility Gain additional movement speed equal to your Dexterity modifier x 5 ft. You do not provoke attacks of opportunity from enemies if you attack them this turn.

Third Stanza; Symphony of Fortitude Roll 2 hit dice at the start of your turn. Gain that much temporary HP. If your HP falls to zero while under the effect of this stanza, you have advantage on your first death save.

At higher levels; When cast at level 8, increase the number of extra attacks by 1. Gain access to the fourth stanza.

Fourth Stanza; Mind to Materia Sonata Add your Intelligence modifier to your saving throws. Add your Wisdom modifier to any Strength or Dexterity skill check. Add your Charisma modifier to your AC. 

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Bard Cleric Druid Sorcerer Wizard

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