Performance Style: Fast-paced, stomping rhythm with claps and tankard slams.
Effect: Casts Calm Emotions or Compel Duel depending on tone and intent.
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):
- The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
- The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
or
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
Selene, Selene, she swung from the beam,
Boots hit the wall like a fever dream.
Tankards flew and chairs took flight,
She strummed her lute and joined the fight!
Selene, Selene, with a wink and a spin,
She kicked the bouncer square in the chin.
Ale on her boots, fire in her soul,
She danced through chaos and took control!
Selene, Selene, the tavern’s delight,
She sings through the brawl with all her might.
Raise your mugs and chant with glee—
Selene, Selene, wild and free!







Comments