Base Class: Rogue
Waltzing through small towns luring away rodents, all the while entertaining the locals can be a difficult job. It's even harder when the pests are bandits with weapons, forcing a pied piper to turn their musical talents against their foes. Hordes of rats and insects swarming and biting, sweet melodies distracting foes and forcing them to bow to the maestro of music, pied pipers should not be tangled with lightly.
Musical Maestro
When you choose this archetype at 3rd level, you have received extensive training in a particular instrument, using it to charm and delight. You gain proficiency with a musical instrument of your choice and the Disguise Kit.
Distracting Melody
Also at 3rd level, you can use your instrument to distract your foes, giving you an opening to attack. As a bonus action, you can play a jaunty tune with an instrument you're proficient with. An amount of enemies of your choice equal to your proficiency bonus within 30 feet of you that can hear you must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Charisma modifier, which is the same DC used by other abilities in this subclass. If they fail, you gain advantage on attack rolls against them until the start of your next turn. Enemies that are immune to being charmed have advantage on the saving throw.
You can use this ability an amount of times equal to your Charisma modifier + your proficiency bonus per long rest.
Rally the Rodents
At 9th level, your musical mastery allows you to control the simple minds of animals, directing swarms of small wildlife to attack your foes. As an action, you can play a song that draws in a Swarm of Bats, Swarm of Rats, Swarm of Insects or a Swarm of Quippers, depending on the environment. The swarm appears in a suitable location within 60 feet of you, provided there is one. The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions. When the swarm is in the same space as a hostile creature, the creature has disadvantage on Wisdom saving throws and ability checks. The swarm will dissipate after 1 hour.
Once you use this ability, you cannot do so again until you complete a long rest.
| Swarm of: | Environment (examples) |
|---|---|
| Bats | Old woods, defiled churches, caves |
| Rats | Sewers, city slums, abandoned buildings |
| Insects | Deserts, graveyards, ancient caverns |
| Quippers | Sunken temples, rivers, oceans |
Enthralling Performance
At 13th level, your music can even affect the minds of your smarter foes, driving them to bow before your musical talent. As an action, you can play a fast melody with an instrument you're proficient with. A creature of your choice within 60 feet of you that can hear you must make a Wisdom saving throw or be Charmed by you for up to 1 minute. At the start of each of the Charmed creature's turns, they must bow to you and profess their adoration, wasting their turn. While they are Charmed in this way, they cannot use reactions. At the end of each of their turns, they can repeat the saving throw, ending the effect on a success. Your attack rolls against the creature are made with advantage, and attacking the creature gives them advantage on their next Wisdom saving throw against this effect. Being in the same space as one of your swarms does not give them disadvantage on the Wisdom saving throw from this ability.
You can use this ability an amount of times equal to your Charisma modifier (minimum of once) per long rest.
In addition, the advantage given by your Distracting Melody now lasts until the end of your next turn, and your Rally the Rodents ability now summons two swarms.
Rat King
At 17th level, your ability to summon and control lesser creatures has grown considerably, allowing you to overwhelm your foes. When you use your Rally the Rodents ability, you can now summon 1d4 + 1 swarms, and they can last up to 4 hours. When a swarm is in the same space as a hostile creature, the creature has disadvantage on all saving throws and ability checks.
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