Base Class: Sorcerer
N/A
Metronomic Rhythm
Base is in your blood, and your heart is the metronome. You gain proficiency in all musical instruments and double your proficiency bonus in all charisma checks that deal with playing them.
Battle Hymn
The beat of your magical heart can soothe or shatter those around you. On your turn, you can start your battle hymn, dialing up the volume on your internal metronome. When you do so, for one minute, your armor class becomes 13 + your dexterity modifier as long as you are not wearing armor, and choose between two sonic symphonies: harmony and dissonance.
Harmony - Your song becomes a soothing melody, blessing the ears of whoever you choose. for the duration of your battle hymn, you and all friendly creatures within 30 feet gain stacks of harmony upon dealing damage to a hostile creature. For every stack of harmony a creature has, they gain a +1 bonus to attack rolls and Intelligence, Wisdom, and Charisma saving throws. A creature will lose one stack of harmony, if it has any, at the end of a turn in which they did not gain a new stack. If a creature with stacks of harmony ends its turn outside of your 30 foot aura, they lose all the stacks they have. The maximum number of harmony stacks a creature can have is 2 increasing to 3 at 5th level, 4 at 9th, 5 at 13th, and finally 6 at 17th. When a creature would gain a stack over the maximum number, they instead consume the stacks currently have and gain temporary hit points equal to your charisma modifier + your sorcerer level.
Dissonance - Your song becomes an cacophonous uproar, piercing the ears of those who dare oppose you. For the duration of your battle hymn, whenever you and your allies damage a creature within 30 feet of you they gain a stack of dissonance. For every stack of dissonance a creature has, they incur a -1 to attack rolls and Strength, Dexterity, and Constitution saving throws. A creature will lose one stack of dissonance, if it has any, at the end of a turn in which they did not gain a new stack. If a creature with stacks of dissonance ends its turn outside of your 30 foot aura, they lose 2 stacks. The maximum number of harmony stacks a creature can have is 2 increasing to 3 at 5th level, 4 at 9th, 5 at 13th, and finally 6 at 17th. When a creature would gain a stack over the maximum number, they instead make a constitution saving throw against your spell save DC. On a failed save they take thunder damage equal to your charisma modifier + your sorcerer level and fall prone. On a successful save they take half damage and do not fall prone. All stacks are removed afterwards.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Unwavering Melody
The sting of fear at the encroachment of any hulking brute is drowned out by the deafening drum of your heart. You can choose to make your ranged spell attacks as melee spell attacks instead whenever you are adjacent to a hostile creature.
Surging Symphony
At 6th level your battle hymn rises to new heights, and you gain new benefits depending on which sonic symphony you decide to throw yourself into.
Harmony - Any creature that has a stack of harmony and starts their turn within your aura gains an additional 10 feet of movement speed during which they are unimpeded by difficult terrain.
Dissonance - Any creature that has a stack of dissonance, treats the first 10 feet they move through your aura as difficult terrain.
Expert Conductor
At 14th level you gain a new level of control over your battle hymn, allowing yourself to kick up the volume or change its tune entirely. As a bonus action, you can increase the range of your aura up to 60 feet. You can also choose, as a bonus action on your turn to swap between harmony and dissonance once per battle hymn. These features can be used simultaneously for one bonus action, or separately for their own bonus actions.
Any creature with a stack of harmony will lose all stacks when you swap to the dissonance aura and vice versa.
Once you extend your range, you can't do so again until you finish a long rest, unless you spend 3 sorcery points to do so again. (Swapping can be done infinitely.)
Compelling Crescendo
As an action during your battle hymn you can crescendo to new heights. This swell has differing effects depending on the sonic symphony you are currently attuned to.
Harmony - Each creature in the aura gains resistance to physical damage and advantage on wisdom saving throws for a number of turns equal to the amount of stacks of harmony they had, or one if they had no stacks.
Dissonance - Each creature in your aura must make a constitution saving throw against you spell save dc. On a failure they take 8d6 thunder damage and are dazed for a number of turns equal to the amount of dissonance stacks they had, or one if they had no stacks. A dazed creature suffers from Bone Wizard's better stun condition (Shout out to him here is the link: Better Stun Condition).
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