Base Class: Warlock
Your patron is one of the legendary Muses, beings who dwell in Arcadia who pursue knowledge and the arts. They travel the planes to collect, create, and build upon knowledge and art. These endeavors range from learning local legends, performing palatial poetry, manufacturing momentous murals, synthesizing soothing symphonies, designing delighting dances, and many other activities developed from their passions. Through your pact you are privy to these passions which can act as your inspiration or a distraction depending on when they occur. They lend their knowledge and ability to use the arts, both arcane and mundane, to inspire those who create pacts with them, expecting them to help spread it on their journeys.
Expanded Spell List
The Muse lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Muse Expanded Spells
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Bonus Proficiency
Your patron provides visions and ideas for you to bring to life. You gain proficiency in one instrument or tool kit.
Muse's Inspiration
You can use your patron's inspiration to inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature, other than yourself, within 60 feet of you who can hear you. That creature gains one Muse Inspiration die: a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Muse Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Muse Inspiration die is rolled, it is lost. A creature can have only one Muse Inspiration or Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Your Muse Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Siren's Song
Starting at 6th level, you can imbue your voice with magic to stun an enemy. When you or an ally within 30 feet take damage, you can use your reaction to have the attacking creature make a Constitution saving throw against your spell DC. On a successful save the creature is incapacitated, and the creature is stunned on a failed save. The creature remains so until the start of their next turn. The creature is immune if it can't hear you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Enlightened Tinkering
Beginning at 10th level, your experience carrying out your patron's inspirations teaches you how to make temporary enhancements to armor and weapons using the tools at your disposal. Once per day, you can take 10 minutes to give one non-legendary weapon or piece of armor a +1 or spend 1 hour to give one, non-legendary weapon or piece of armor a +2 (max. +3) or two pieces a +1. This enhancement lasts until the end of your next long rest.
Once you use this feature, you can’t use it again until you finish a long rest.
Earthen Molding
Starting at 14th level, you can mold the earth to your whims. As an action, you mold up to 100 cubic feet of earth within 120 feet. This effect can take multiple forms:
- Create two 10 foot by 10 foot walls 10 feet apart that collapse on a creature or group of creatures Large or smaller. Each creature must make a Strength saving throw against your Warlock spell DC. Each creature takes 6d6 bludgeoning damage and is restrained on a failed save, half as much damage and is not restrained on a successful save. Each restrained creature can make a Strength saving throw at the end of each of their subsequent turns. On a successful save the creature is no longer restrained, but takes another 1d6 bludgeoning damage on a failed saving throw.
- Create wall(s) that has AC 15 and 30 hp per foot of thickness.
- A hole forms underneath a Large or smaller creature that is big enough for them to fit in and twice their height in depth.
- Create a Large or smaller statue or sculpture.
- Create a pillar 3 feet wide and up to 15 feet long. This pillar has AC 10 and 20 hit points. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. If the pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
- Other options are left to the DM's discretion.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
You must finish a short or long rest before you can use this feature again.
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