Oracles went down to hell to battle the devil and returned with a shiny new fiddle and this spell.
Setup
"The Band" gathers the bard's infamous band for a show of the ages. Setting up a stage takes time, and during the 10 minutes to ritual cast this spell, random level 1 NPCs will pop in and out of the area, carrying speakers, amps, drums, keyboards, and microphones onto the stage.
Stage properties
Once finished, the caster creates a glorious stage with a 10ft radius around the point of casting. Being filled with equipment, the stage is difficult terrain, halving movement speed. Whenever the caster's turn ends, any friendly within this sacred ground of rock and roll will gain 1d4 hp + 1 hp per band member on stage. Band members on stage have advantage against teleportation/banishment spells.
Fortification requirements
No band exists without music to entertain the crowd, and this spell is no different. At least half of the members of the band (level 7: 2, level 8-9: 3) must spend their main action playing an instrument on the stage by the start of the caster's next turn or the music dies and all aspects of the spell stop. As talented musicians, band members on stage can spend reactions and bonus actions as they see fit, even if they have spent their main action playing.
Characters
The band will appear on stage once constructed. The bard is obviously the lead singer and accompaniment musician in the band. The bard's bandmates include a selection from the following, with the max number of bandmates determined by the level of the spell: up to 3 bandmates for level 7, 4 for level 8, and 5 for 9.
Drums
Male Orc Paladin Level 10
Oddly agreeable looking for an orc, Gorc still towers over his bandmates with muscles to match his height. He wears decorated plate armor with the meticulous sheen of someone who cares for its condition. His warhammer is equally clean, though worn from use. His shield is as often used as a cymbal on his drum kit as in his hands. And he has a knife sticking out of the back of his neck.
Equipment: Warhammer, Shield, Plate Armor
Bass
Female Gnome Rogue Level 10
Small, shy, and decked in dark leather with a hood, it'd be difficult to even know Astrid was there, if it weren't for the loud bass booming from the stages shadows. Her equally dark ebony upright bass is significantly taller than she is, forcing her to occasionally jump to reach her notes. If you look closely, you might just notice the shine of a knife on Astrid's hip, or the uncanny resemblance of her bass to a long bow.
Equipment: Dagger, Longbow, Studded Leather Armor
Lead Guitar
Male Elf Wizard Level 10
Chard has the sharp confidence of any guitar legend, with bright eyes that will draw you in and a vicious smile that will cut your soul. Only such a hero could bear so much of his chest through his open leather armor. His guitar playing is so fast and technical, you worry he might catch on fire. Which would explain his charred leather gauntlets and burn scars up his arms and across his face.
Equipment: Dagger, Quarterstaff, Leather Armor, A half-charred picture of a beautiful woman
Keyboards
Male Human Warlock Level 10
Billy looks the part of a Warlock, with his sunken eyes and pale skin. Never too far from a glass of scotch or cigarette, both stored haphazardly on the edge of his "keys", you'd wonder how he's managed to make it this long in the world. Until you hear him play. And with a dagger made from a piano pedal and arcane focus from a makeshift scotch glass, he knows how to improvise.
Equipment: Dagger, Leather Armor, Arcane focus
Fiddle
Female Tiefling Druid Level 10
Fiery red hair and a fiery soul. Liliana is the type you want at the party as long as you're not in her crosshairs. She's passionate about everything and isn't afraid to express herself, which is probably the reason for the stab wound on her left side, perfectly complementing by her red leather armor.
Equipment: Dagger, Sickle, Sheild, Leather Armor
Quick Play
How these characters are specialized is left up to the bard, but they must be the specified level/class with the given equipment. They play as any normal D&D characters, controlled by the casting bard. All members will be played at the same time/initiative as the caster. They can be played in any order, but their turn must be fully completed before moving to the next band member.
For rapid deployment of this spell, the following are simplified, quick play options for the members
GorcMedium Humanoid (Orc), Neutral Good |
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Armor Class 20 (plate, shield)
Saving Throws Wis +5, Cha +7 TraitsAura of Protection. Gorc and friendly creatures within 10 feet gain a +3 bonus to saving throws. Lay on Hands (50/Day). As an action, Gorc restores up to 50 hit points divided among creatures he touches. He can also spend 5 hit points to cure one disease or neutralize one poison. Orcish Resilience (1/Day). When Gorc is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead. |
ActionsMultiattack. Gorc makes two Warhammer attacks. Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. Divine Smite (3/Day). When Gorc hits with a weapon attack, he deals an extra 13 (3d8) radiant damage. Shield Cymbal (Recharge 5–6). Each creature of Gorc's choice within 10 feet must make a DC 15 Constitution saving throw, taking 10 (3d6) thunder damage and being deafened until the end of its next turn on a failed save, or half as much damage on a success. SpellcastingGorc is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). 3/Day Each: bless, cure wounds 1/Day Each: lesser restoration, protection from evil and good |
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Combat Tactics / UseGorc is a durable front-line protector. He stays close to his allies, using Aura of Protection to keep them alive. He opens with bless when several allies can benefit, then closes with the most dangerous enemy. Use Shield Bash to knock a dangerous opponent prone, then follow with his warhammer attacks. Save Divine Smite for particularly dangerous foes or critical hits. Use Shield Cymbal when surrounded or when several enemies are within 10 feet. |
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| Equipment: Warhammer, shield, plate armor | |||||||||||||
AstridSmall Humanoid (Gnome), Neutral |
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Armor Class 15 (studded leather)
Saving Throws Dex +9, Int +5 TraitsCunning Action. Astrid can take the Dash, Disengage, or Hide action as a bonus action. Evasion. If Astrid is subjected to an effect that allows her to make a Dexterity saving throw to take half damage, she instead takes no damage on a success and half damage on a failure. Gnome Cunning. Astrid has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Sneak Attack (1/Turn). Astrid deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of Astrid's allies. Uncanny Dodge. When an attacker Astrid can see hits her with an attack, she halves the attack's damage. |
ActionsMultiattack. Astrid makes two Longbow attacks, or two Dagger attacks. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage, plus Sneak Attack if applicable. Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, plus Sneak Attack if applicable. Bass Shot (Recharge 5–6). Astrid fires a specially concealed arrow from her ebony bass. She makes one Longbow attack against up to three creatures within 10 feet of one another, making a separate attack roll for each target. Shadowstep (3/Day). Astrid teleports up to 30 feet to an unoccupied space she can see. She has advantage on the next attack she makes before the end of her turn. ReactionsUncanny Dodge. Astrid halves the damage from one attack that hits her, provided she can see the attacker. |
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Combat Tactics / UseAstrid is a mobile ranged skirmisher. She prefers to begin combat from hiding and immediately uses Sneak Attack against the most dangerous or vulnerable target. Keep Astrid at range and use Cunning Action to Hide after attacking whenever possible. If enemies close in, she uses Disengage or Shadowstep to escape. Bass Shot is best used against clustered enemies. |
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| Equipment: Dagger, longbow, studded leather armor | |||||||||||||
ChardMedium Humanoid (Elf), Chaotic Neutral |
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Armor Class 11 (leather armor)
Saving Throws Int +9, Wis +5 TraitsSpellcasting. Chard is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Arcane Recovery (1/Day). After a short rest, Chard can recover one expended spell slot of 5th level or lower. Elven Trance. Chard has advantage on saving throws against being charmed, and magic can't put him to sleep. Burning Soul. When Chard casts a spell that deals fire damage, he can add 3 damage to one damage roll of that spell. Guitar Legend. Chard has advantage on Charisma (Performance) checks involving his guitar. |
ActionsDagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Scorching Riff (Recharge 5–6). Each creature of Chard's choice within 30 feet must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a success. Flaming Solo (1/Day). Each creature of Chard's choice within 20 feet must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a success. Flammable objects that aren't being worn or carried ignite. ReactionsBurning Retort. When a creature within 60 feet damages Chard, he can deal 5 (1d10) fire damage to that creature. SpellcastingCantrips: fire bolt, mage hand, minor illusion, prestidigitation 3/Day Each: magic missile, shield, scorching ray 2/Day Each: misty step, fireball 1/Day Each: counterspell, wall of fire, cone of cold |
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Combat Tactics / UseChard is a high-damage ranged spellcaster who prefers to stay behind the rest of the band. He opens with fireball against groups, then uses scorching ray or fire bolt against isolated targets. Use shield defensively and misty step to escape melee. Flaming Solo is his dramatic finishing move and works best against clustered enemies. |
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| Equipment: Dagger, quarterstaff, leather armor, half-charred picture of a beautiful woman | |||||||||||||
BillyMedium Humanoid (Human), Chaotic Neutral |
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Armor Class 11 (leather armor)
Saving Throws Wis +4, Cha +9 TraitsPact Magic. Billy is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has two 5th-level spell slots, which he regains after a short or long rest. Eldritch Invocations. Billy's eldritch blast deals 1d10 + 5 force damage and can push a creature up to 10 feet away when it hits. Improviser. Billy can use his improvised piano-and-scotch apparatus as his arcane focus. Dark One's Luck (1/Day). When Billy fails an ability check or saving throw, he can add 1d10 to the roll. Devil's Sight. Billy can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. |
ActionsEldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., up to two targets. Hit: 10 (1d10 + 5) force damage per beam. Billy can push each target hit up to 10 feet away. Piano Pedal Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Feedback (Recharge 5–6). Each creature of Billy's choice in a 15-foot cone must make a DC 17 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much on a success. A creature that fails is also pushed 10 feet away. Hellish Improvisation (1/Day). Each creature of Billy's choice within 20 feet must make a DC 17 Dexterity saving throw, taking 27 (6d8) force damage on a failed save, or half as much on a success. Bonus ActionsMisty Escape (1/Day). When Billy takes damage, he becomes invisible and teleports up to 60 feet to a space he can see. The invisibility lasts until the start of his next turn or until he attacks or casts a spell. SpellcastingCantrips: eldritch blast, mage hand, minor illusion, prestidigitation 1/Day Each: armor of Agathys, hex, misty step, counterspell, fear, hunger of Hadar |
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Combat Tactics / UseBilly is a ranged control caster who prefers to stay behind the rest of the band. He opens with hex against a dangerous target, then uses Eldritch Blast to deal consistent damage while pushing enemies away from himself or toward hazards. Use Feedback when enemies close in and Misty Escape when Billy takes a serious hit. His limited spell slots make counterspell and fear valuable against powerful opponents. |
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| Equipment: Dagger, leather armor, arcane focus | |||||||||||||
LilianaMedium Humanoid (Tiefling), Chaotic Neutral |
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Armor Class 16 (leather armor, shield)
Saving Throws Int +4, Wis +9 TraitsSpellcasting. Liliana is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Wild Shape (2/Day). Liliana transforms into a beast with a challenge rating of 1 or lower. She can remain transformed for up to 5 hours. Fiery Rebuke. When a creature within 5 feet hits Liliana with a melee attack, the attacker takes 5 (1d10) fire damage. Hellish Resistance. Liliana has resistance to fire damage. Passionate. Liliana has advantage on Charisma (Intimidation) and Charisma (Persuasion) checks when she can freely express her emotions. |
ActionsMultiattack. Liliana makes two Sickle attacks, or one Sickle attack and one Flame Burst. Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Flame Burst. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) fire damage. Wild Shape. Liliana transforms into a beast she has previously assumed with Wild Shape, or returns to her normal form. Bonus ActionsHealing Word. Liliana restores 9 (1d4 + 7) hit points to one creature she can see within 60 feet. Wild Shape. Liliana uses her Wild Shape. SpellcastingCantrips: druidcraft, produce flame, thorn whip 3/Day Each: entangle, faerie fire, healing word 2/Day Each: flaming sphere, moonbeam, spike growth 1/Day Each: call lightning, wall of fire, greater restoration |
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Combat Tactics / UseLiliana is a mid-range controller who prefers to shape the battlefield before wading into melee. She opens with entangle, spike growth, or wall of fire, then attacks enemies caught in the affected area. She uses Flame Burst against distant targets and her sickle when enemies close in. Keep Healing Word available to bring an ally back into the fight. Wild Shape is best used when Liliana needs extra durability or wants to engage directly. |
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| Equipment: Dagger, sickle, shield, leather armor | |||||||||||||
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