The caster begins playing a hymn of battle to support their allies. All allies within 5000 feet of the caster receive the benefits below for as long as Concentration on Battlehymn is maintained. Concentration may only be maintained as long as the instrument used in the casting is played continuously, which prevents the caster from casting any other spells that require either Verbal or Somatic components (depending on the instrument played and at the DM’s discretion) for the duration of Battlehymn. Caster also performs Concentration checks to maintain Battlehymn at disadvantage. Caster also performa any attacks, ability checks, and saving throws at disadvantage while Battlehymn is active, but may drop Battlehymn at any time to avoid this effect.
At casting, the caster chooses a hymn from the options listed. On any subsequent turn, the caster may use a bonus action to change to a different hymn.
Hymn of Vigor
All allies receive +1 (extra +1 for each level over 7th level) to every melee attack roll, add an additional 5 feet to all movement speeds, and may roll a Strength check (DC=opponent’s raw STR score) to shove opponents back 5 feet with every successful melee attack.
Hymn of Surety
All allies receive +1 (extra +1 for each level over 7th level) to every ranged attack roll, inflict Slow on any enemies successfully hit (reduces their movement speed for their next turn by 10 ft for all movement types), and may take a Dodge action as a bonus action if they expend zero movement during their turn.
Hymn of Steadfastness
All allies receive +1 (extra +1 for each level over 7th level) to their AC, may not be shoved or knocked prone, and may attack as a reaction any time an ally in melee range is attacked.
Hymn of Subterfuge
All allies receive advantage on Stealth checks, +10 (extra +10 for every level over 7th level) to their movement speed for all movement types, and cannot be grappled or restrained.
Hymn of Miracles
All allies may cast spells with a casting time of one minute or less as a single action, may add 1d6 force damage to all spells that deal damage, adds +1 (extra +1 for every level over 7th level) to their spell DC, and may roll a d100 every time they cast a spell that is not a cantrip, and if they roll at or below their level, the spell is cast without expending a spell slot.
* - (A small hide drum worth at least 10gp (consumed), an instrument to use in the casting )Previous Versions
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