Base Class: Bard
Bards have always been known to be the spot-light of entertainment or inspiration...among other less respectable accomplishments...Essence Symphonists are a specialization in which a bard empowers instruments with their own essence bringing those instruments to life allowing a symphony of magic to follow them. Symphonists are rare among bards as it takes dedication to reach the level of focus needed not just to master being a musician but also mastering magic to the degree in order to animate the instruments that follow them. The strongest of Essence Symphonists can conjure an entire orchestra to empower their allies and tilt the odds of combat in their favor.
Animated Instruments
Instruments you buy you can breath life into using your own magical essence over the course of a long rest. They are stored in an extra-dimensional space called a 'Symphony' as 'Animated Instrument's. You can have up to 3 Animated Instruments active at one time, chosen over the course of a long rest. During a long rest you can also swap which Animated Instrument is active with another in your Symphony. Below is a list of available instruments to animate and the effects they have while active. Instruments do not have to be playing and as a bonus action you can switch any number of Animated Instruments between 'Active' and 'Silent', note that Animated Instruments only provide their benefits while active.
If you enter a zone of anti-magic Instruments currently active are switched into Silent mode and drop to the ground. While in this state they can also be destroyed, forcing you to buy another and animate it over the course of a Long Rest. Otherwise Animated Instruments can not be destroyed and 'dance' around attacks made on them.
While active Animated Instruments count as an entity that can exist in the same space as an enemy or ally. On your turn you can move any number of active instruments up to 15' and any number of silent instruments 30'.
BagPipes: Bagpipes are a reeded woodwind instrument that consists of multiple pipes connected to a bladder that is filled with air. The bladder can be made of leather and produces a Celtic sound. Expensive bagpipes might boast silver or gold inlays along the pipes and chanter. The chanter is the pipe with holes that one covers up to produce different notes. Perfect for those looking to march into battle.
Effects: Allies within 30' have an additional Reaction and +1 to Dexterity/Charisma Saving Throws. (30gp, 7lbs)
Flute: At its core, the flute is a very simple instrument. It typically consists of a wooden tube with holes that are covered to create sounds, although sometimes metals tubes can be used. Medieval flutes typically had a different appearance to modern-day flutes. They looked more similar to a sideways recorder vs. a modern flute which has multiple valves running along its body.
Effects: Allies within 30' have advantage against fear effects and sleep effects. (2gp, 1lbs)
Hulusi: The Hulusi is a unique woodwind instrument, in which three bamboo pipes pass into a hollowed-out vegetable gourd. The center pipe has holes which are used to change the pitch. The outer pipes are used to create a drone sound, as long as the player continues to blow air through the reeded mouthpiece. The gourd is often decorated.
Effects: Allies within 30' are under the effect of the 'Calm Emotions' (20gp, 3lbs)
Pan Flute: The pan flute is a favorite instrument among many and typically consists of multiple wooden tubes of different lengths that are joined together. The instrument resembles a triangle with the shortest tube on one side and the longest tube at the other side. The musician blows across the tubes, moving to different tubes to produce different notes. Effects: Allies within 30' regenerate 1d/4 health at the start of their turn. (12gp, 2lbs)
Shawm: The shawm is another woodwind instrument for beginners. It is simple in design, resembling the modern-day recorder. The shawm consists of a long wooden item that is flared at the end, similar to a horn. Instead of a mouthpiece, the shawm has a reed which the musician vibrates to create pitches. Smaller shawms are higher pitched, while larger shawms are lower pitched… and both are adored by Gnomes.
Effects: Allies within 30' gain 5' movement speed and can take the 'Dash' or 'Disengage' action as a Bonus Action. (2gp, 1lbs)
Whistle-Stick: The whistle-stick is very similar to a flute. This instrument is produced by the Grung and results in different pitches when air is blown through it. The Grung also tie cord to the stick which they use to swing it over their heads. This creates a unique sound and can also be used to communicate different messages.
Effects: Allies within 30' gain advantage on ability checks (5gp, 1lbs)
Drums: A drum is perhaps the simplest of all percussion instruments. Within the realm a drum can be crafted from any round, hollow wood frame over which a piece of leather is stretched. Drums are very customizable. The sound and pitch of the instrument are affected by both the size of the frame and the tightness of the leather. A musician may use multiple drums at once to create a richer sound.
Effects: Allies within 30' gain advantage on attack rolls. (6gp, 3lbs)
Gong/War-Gong: A gong is simply a large metal plate that is hit with a hammer (or “mallet”) that is typically covered in cloth. Great for getting noticed, the gong is often used in ceremonies but can be used for other occasions as well. A wargong is simply a gong that is used by intrepid folk leading troops into battle.
Effects: Allies within 30' gain +5 to damage rolls. (20gp, 15lbs)
Maracas: Maracas are typically small hand held percussion instruments that are shaken to produce a beat. They can be make of dried vegetable gourds (or hollowed wood in the shape of gourds), and filled with any variety of rice, dried beans, or similar loose material. Often played as a pair, maracas are great for entertaining and make a great accompaniment for the dance floor.
Effects: Allies within 30' gain an additional attack per attack action. (5gp, .5lbs each)
Tambourine: A tambourine is nothing more than a very flat drum, around which small metal discs are inserted. As the drum is hit, the little discs strike each other and create a jingling sound along with the drum’s natural bass. Tambourines are typically handheld instruments.
Effects: Allies within 30' gain an extra bonus action. (10gp, 1lbs)
Udu: Typically made of clay, the udu is an unique instrument that resembles a water jug with an extra hole. The jug contains a small amount of water, and is curiously played by tapping or dragging fingers along the outside. The udu requires a light tough to play correctly, and is traditionally played by female musicians.
Effects: Allies within 30' can hold their breath indefinitely and unaffected by gasses, drowning, etc. (30gp, 1lbs)
Dulcimer: Dulcimers are known for their sweet sounds, and are likely derived in name from Latin dulce melos (or “sweet song”). Dulcimers come in many shapes and sizes, but generally consist of a hollow wooden body with strings, similar to a violin or guitar. The strings on mountain dulcimers are typically plucked, while those on hammered dulcimers are typically struck with small hammers to produce notes. A charming instrument, the dulcimer has a long and proud history.
Effects: Allies that start their turn within 30' have one condition removed, starting with the oldest. Only removes negative conditions. Allies within 30' gain advantage to saves or checks vs gaining negative conditions. (25gp, 10lbs)
Erhu: A very simplistic instrument by construction, the erhu consists of only two strings along the handle of what resembles a large mallet. Traditionally, the strings of an erhu are struck with a bow – similar to how one might play a violin. Don’t underestimate this instrument. While simple, the erhu produces a complex sound when played proficiently.
Effects: Allies within 30' have advantage to rolls made to seeing through the effects of illusions. (10gp, 3lbs)
Harp: With ancient origins, the harp produces a lovely sound that few string instruments can replicate. It is a large, heavy upright lyre which is played in a stand and whose strings are plucked. Given the size and weight of the instrument, the harp player sits while playing. This also allows access to the full range of strings.
Effects: Allies within 30' are under the effect of Bardic Inspiration (based on your bardic inspiration) without consuming charges of your own inspiration die. (20gp, 40lbs)
Hurdy Gurdy: Bards love this instrument, and it’s always a hit for entertaining around a hearth. Both unique and beautiful, the hurdy-gurdy is an instrument that needs to be cranked while playing. One side of the instrument consists of a keyboard, while the other side has a hand-cranked wooden wheel that hits strings as it rotates. When the player presses certain keys, the tautness of the strings (and resulting pitch) change when rotating the crank.
Effects: Allies within 30' have their spell save DC increased by 5 and spell attack increased by 5. They also get +5 to rolls made to save against Spell DC effects. (60gp, 5lbs)
Lute: Another favorite instrument of Bards, the lute is a string instrument with a deep hollow wooden body. Typically lutes have an opening on the front to allow sound to escape. However, some lutes enclosed which results in a more muffled – some might say eerie – sound. Lutes are plucked by the musician.
Effects: Allies within 30' get +1 to all die rolls. (This counts die that are not d/20s) (35gp, 2lbs)
Lyre: Known for their angelic sounds, lyres have U-shaped wooden bodies with a connecting bar that runs along the top. The top piece holds several strings which are plucked by the musician. A standard lyre contains 7 strings, but can have any number of strings. Lyres also range from simple to wonderfully ornate.
Effects: Allies within 30' gain a flight speed of 10' which comes in the form of translucent tiny platforms directly beneath their feet that dissipate as they move. As long as they are within 30' of the Lyre they can 'Hover' in mid-air. (55gp, 2lbs)
Psaltery: The psaltery is a type of zither that has a very pronounced tone. Often triangular in shape, the psaltery is uniquely shaped and consists of strings that are either plucked or played with a bow.
Effects: Allies within 30' do not provoke opportunity attacks while moving and get an additional attack whenever making an attack of opportunity. (30gp, 1lbs)
Viol: The viol is a precursor for many stringed instruments, such as the cello or violin. The instrument consists of six strings which line a hollow wooden body. The strings are either plucked or pressed against the instrument at different lengths along the neck. They also have a string or bow drawn against them, and this creates a unique vibrating sound. Popular with many realm adventurers.
Effects: Allies within 30' gain +5 to Initiative roll and cannot be surprised. (30gp, 1lbs)
Horn: Horns are generic in nature and include a wide range of instruments. All consist of a metal tube (typically brass) with a bell-like opening at one end, and a mouthpiece on the other. The length of pipe controls the pitch – longer instruments produce lower pitch, while shorter produce higher pitch. Horns may also have valve-like openings (such as in the French horn) which change the pitch when pressed.
Effects: Allies within 30' gain 20 Temporary HP at the start of their turn (Max 20). (45gp, 5lbs)
Sackbut: Ah, the sackbut. A strange name for a non-so strange instrument. The sakbut is essentially a medieval version of the modern-day trombone. It is a horn instrument that has a U-shaped length of pipe that slides back and forth to change the length of the instrument, and therefore its pitch.
Effects: Allies within 30' gain resistance to non-magical damage types and your choice of one magical damage type. (30gp, 3lbs)
Trumpet: One of the oldest brass instruments known to man, the trumpet is known to all. Loud and confident, the trumpet makes a perfect instrument in any scenario.
Effects: Allies within 30' gain +2 AC and receive 1d4 less damage whenever they would take damage from any source. (15gp, 1lbs)
Songs of Light
BagPipes: Bagpipes are a reeded woodwind instrument that consists of multiple pipes connected to a bladder that is filled with air. The bladder can be made of leather and produces a Celtic sound. Expensive bagpipes might boast silver or gold inlays along the pipes and chanter. The chanter is the pipe with holes that one covers up to produce different notes. Perfect for those looking to march into battle.
Effects: Enemies within 30' lose their reaction and have -1 to Dexterity/Charisma saving throws. (30gp, 7lbs)
Flute: At its core, the flute is a very simple instrument. It typically consists of a wooden tube with holes that are covered to create sounds, although sometimes metals tubes can be used. Medieval flutes typically had a different appearance to modern-day flutes. They looked more similar to a sideways recorder vs. a modern flute which has multiple valves running along its body.
Effects: Enemies within 30' have disadvantage against fear effects and sleep spells are twice as effective against them. (2gp, 1lbs)
Hulusi: The Hulusi is a unique woodwind instrument, in which three bamboo pipes pass into a hollowed-out vegetable gourd. The center pipe has holes which are used to change the pitch. The outer pipes are used to create a drone sound, as long as the player continues to blow air through the reeded mouthpiece. The gourd is often decorated.
Effects: Enemies within 30' are under the effects of the spell 'Enemies Abound'. Each target within range may make a save to recover from the effects and become immune to this effect for 1 minute before needing to repeat the save. (20gp, 3lbs)
Pan Flute: The pan flute is a favorite instrument among many and typically consists of multiple wooden tubes of different lengths that are joined together. The instrument resembles a triangle with the shortest tube on one side and the longest tube at the other side. The musician blows across the tubes, moving to different tubes to produce different notes. Effects: Enemies within 30' take 1d/12 psychic damage at the start of your turn or whenever they enter the range of the instrument. (12gp, 2lbs)
Shawm: The shawm is another woodwind instrument for beginners. It is simple in design, resembling the modern-day recorder. The shawm consists of a long wooden item that is flared at the end, similar to a horn. Instead of a mouthpiece, the shawm has a reed which the musician vibrates to create pitches. Smaller shawms are higher pitched, while larger shawms are lower pitched… and both are adored by Gnomes.
Effects: Enemies within 30' lose 10' of movement speed and cannot take the 'Dash' or 'Disengage' action. (2gp, 1lbs)
Whistle-Stick: The whistle-stick is very similar to a flute. This instrument is produced by the Grung and results in different pitches when air is blown through it. The Grung also tie cord to the stick which they use to swing it over their heads. This creates a unique sound and can also be used to communicate different messages.
Effects: Enemies within 30' have disadvantage on ability checks (5gp, 1lbs)
Drums: A drum is perhaps the simplest of all percussion instruments. Within the realm a drum can be crafted from any round, hollow wood frame over which a piece of leather is stretched. Drums are very customizable. The sound and pitch of the instrument are affected by both the size of the frame and the tightness of the leather. A musician may use multiple drums at once to create a richer sound.
Effects: Enemies within 30' have disadvantage on attack rolls. (6gp, 3lbs)
Gong/War-Gong: A gong is simply a large metal plate that is hit with a hammer (or “mallet”) that is typically covered in cloth. Great for getting noticed, the gong is often used in ceremonies but can be used for other occasions as well. A wargong is simply a gong that is used by intrepid folk leading troops into battle.
Effects: Enemies within 30' have -5 to damage rolls. (20gp, 15lbs)
Maracas: Maracas are typically small hand held percussion instruments that are shaken to produce a beat. They can be make of dried vegetable gourds (or hollowed wood in the shape of gourds), and filled with any variety of rice, dried beans, or similar loose material. Often played as a pair, maracas are great for entertaining and make a great accompaniment for the dance floor.
Effects: Enemies within 30', that have multi-attack, lose one attack action. Enemies that only have one attack per attack action get -5 to their attack and damage rolls. (5gp, .5lbs each)
Tambourine: A tambourine is nothing more than a very flat drum, around which small metal discs are inserted. As the drum is hit, the little discs strike each other and create a jingling sound along with the drum’s natural bass. Tambourines are typically handheld instruments.
Effects: Enemies within 30' cannot use bonus actions. (10gp, 1lbs)
Udu: Typically made of clay, the udu is an unique instrument that resembles a water jug with an extra hole. The jug contains a small amount of water, and is curiously played by tapping or dragging fingers along the outside. The udu requires a light tough to play correctly, and is traditionally played by female musicians.
Effects: Enemies within 30' must pass a Con save Vs your Spell Save DC, on a failure they start to suffocate, taking 1d6 damage that stacks each time they fail the save. Passing the save resets how many d/6 of damage they take the next time they fail. (30gp, 1lbs)
Dulcimer: Dulcimers are known for their sweet sounds, and are likely derived in name from Latin dulce melos (or “sweet song”). Dulcimers come in many shapes and sizes, but generally consist of a hollow wooden body with strings, similar to a violin or guitar. The strings on mountain dulcimers are typically plucked, while those on hammered dulcimers are typically struck with small hammers to produce notes. A charming instrument, the dulcimer has a long and proud history.
Effects: Enemies within 30' must pass a Con Save Vs your Spell DC or gain your choice of Blinded, Stunned, Poisoned, Frightened condition. A target that has all 4 of these conditions and fails the save gains the Petrified condition. (25gp, 10lbs)
Erhu: A very simplistic instrument by construction, the erhu consists of only two strings along the handle of what resembles a large mallet. Traditionally, the strings of an erhu are struck with a bow – similar to how one might play a violin. Don’t underestimate this instrument. While simple, the erhu produces a complex sound when played proficiently.
Effects: Enemies within 30' have disadvantage and -5 to rolls made to see through illusions. (10gp, 3lbs)
Harp: With ancient origins, the harp produces a lovely sound that few string instruments can replicate. It is a large, heavy upright lyre which is played in a stand and whose strings are plucked. Given the size and weight of the instrument, the harp player sits while playing. This also allows access to the full range of strings.
Effects: You can impose a negative to any roll your bardic inspiration can affect to a single enemy within 30' of this instrument as a reaction without consuming a charge of your bardic inspiration. (You choose when to apply the negative) (20gp, 40lbs)
Hurdy Gurdy: Bards love this instrument, and it’s always a hit for entertaining around a hearth. Both unique and beautiful, the hurdy-gurdy is an instrument that needs to be cranked while playing. One side of the instrument consists of a keyboard, while the other side has a hand-cranked wooden wheel that hits strings as it rotates. When the player presses certain keys, the tautness of the strings (and resulting pitch) change when rotating the crank.
Effects: Enemies within 30' have their Spell DC reduced by 5 and get -5 to spell attack rolls. They also get -5 to rolls made against Spell Saves. (60gp, 5lbs)
Lute: Another favorite instrument of Bards, the lute is a string instrument with a deep hollow wooden body. Typically lutes have an opening on the front to allow sound to escape. However, some lutes enclosed which results in a more muffled – some might say eerie – sound. Lutes are plucked by the musician.
Effects: Enemies within 30' get -1 to all die rolls. (This counts die that are not d/20s) (35gp, 2lbs)
Lyre: Known for their angelic sounds, lyres have U-shaped wooden bodies with a connecting bar that runs along the top. The top piece holds several strings which are plucked by the musician. A standard lyre contains 7 strings, but can have any number of strings. Lyres also range from simple to wonderfully ornate.
Effects: Enemies within 30' must pass a Strength Save Vs your Spell DC or fall prone. Each time they attempt to stand they use half their movement and must repeat the save. (55gp, 2lbs)
Psaltery: The psaltery is a type of zither that has a very pronounced tone. Often triangular in shape, the psaltery is uniquely shaped and consists of strings that are either plucked or played with a bow.
Effects: Enemies within 30' have disadvantage to attack rolls. (30gp, 1lbs)
Viol: The viol is a precursor for many stringed instruments, such as the cello or violin. The instrument consists of six strings which line a hollow wooden body. The strings are either plucked or pressed against the instrument at different lengths along the neck. They also have a string or bow drawn against them, and this creates a unique vibrating sound. Popular with many realm adventurers.
Effects: Enemies within 30' get -5 to Initiative rolls and the first attack made against enemies within 30' have advantage. (30gp, 1lbs)
Horn: Horns are generic in nature and include a wide range of instruments. All consist of a metal tube (typically brass) with a bell-like opening at one end, and a mouthpiece on the other. The length of pipe controls the pitch – longer instruments produce lower pitch, while shorter produce higher pitch. Horns may also have valve-like openings (such as in the French horn) which change the pitch when pressed.
Effects: Enemies within 30' cannot gain Temporary Health and if they have any Temporary Health they lose 20 of it at the start of your turn. (45gp, 5lbs)
Sakbut: Ah, the sakbut. A strange name for a non-so strange instrument. The sakbut is essentially a medieval version of the modern-day trombone. It is a horn instrument that has a U-shaped length of pipe that slides back and forth to change the length of the instrument, and therefore its pitch.
Effects: Enemies within 30' gain vulnerability to magical Slashing, Piercing, & Bludgeoning damage and Vulnerability to one type of magical damage of your choice chosen when the instrument activates. (30gp, 3lbs)
Trumpet: One of the oldest brass instruments known to man, the trumpet is known to all. Loud and confident, the trumpet makes a perfect instrument in any scenario.
Effects: Enemies within 30' get -2 AC and take 1d/6 extra damage whenever they take any form of damage. The type of extra damage is based on the original damage source. (15gp, 1lbs)
Essence Orchestra
Once per long rest an Essence Symphonist can activate 'Essence Orchestra'. During which they lose their movement and instead stand on a floating disc platform while orchestrating the spectral collection of their symphony that becomes enlarged, now affecting anything within 100' of your location. On your turn you may hover 5' in any direction. This effect lasts 10 minutes or until it is ended at will. You cannot be knocked off your platform and are temporarily immune to all conditions while this is active.
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Posted Jun 20, 2024This is the second in a coming series of 'Minion Themed' Sub-Classes. I'm new to everything technical so take these sub-classes with a grain of salt as I will avoid adding anything that goes beyond just typing the basic information in. If you have constructive criticism on a creation of mine please comment. I will try to make my own comment as to certain things I will not bend on as it just ruins the initial image of what I wanted in the first place.
Max of 3 Summons is perfect and I do not want to change it. I don't actually know how many instruments there are available to DnD but 22 sounds like enough to have plenty of variety. Plus making buffs/ailments that are unique to instrument and not just an repeat effect of an previous instrument gets difficult.
The next Sub-Class I will be working on is a Fighter, "Essence Arsenal" which will be based around having 'Weapon Minions' adding extra attacks. I plan on it being pretty basic and as bland fighter as fighter can get aside from having some extra damage. It should just be a DPS role.