Base Class: Sorcerer
You have more than just a simple passion or talent for music. Your very soul vibrates to the tune of the universe, and when you bring music to it, you produce great magic.
Musical Soul Quirks
| d6 | Quirk |
|---|---|
| 1 | Your laugh sounds like an orchestra of musical instruments. |
| 2 | When you dance and/or sing, music begins to play from seemingly nowhere. |
| 3 | Musical instruments begin to play by themselves when you get close to them. |
| 4 | You walk and even occasionally speak with a specific rhythm. |
| 5 | Birds and other animals sing when you are near, and people sometimes start humming a tune. |
| 6 | When you shout, such as in anger, your voice is accompanied with discordant or off-key chords. |
Musical Magic
1st-level Musical Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Musical Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Musical Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Bane, Bless |
| 3rd | Aid, Blindness/Deafness |
| 5th | Motivational Speech, Hypnotic Pattern, Fly |
| 7th | Aura of Life, Compulsion |
| 9th | Hallow, Circle of Power, Control Winds |
Volume
Starting at 1st level, your soul vibrates to the music of your magic, and as your magic influences more around you, the volume of your soul grows greater. You now have Volume, which goes up to a maximum of 11. You provide increasing benefits to allied creatures around you as your Volume increases. Allied creatures within 60 feet of you gain the following:
- 3 Volume: An additional 1d4 to attack rolls and saving throws
- 7 Volume: An additional 10 feet of movement speed
- 11 Volume: Deal an additional 1d6 thunder damage on attacks
Your Volume is equal to the number of creatures effected by spells and/or abilities you control. Volume is updated as attacks and effects change during a turn, and Volume gained from attacks is reset at the end of a turn. Creatures being effected by these benefits does not increase your Volume.
Natural Born Performer
Also at 1st level, your natural inclination towards music has given you a natural affinity towards performing. You may choose up to 3 musical instruments. You gain proficiency with the chosen instruments and you can use music as a spell casting focus.
Amped Up
At 6th level, when you get loud, your soul fills with magic in celebration. At the end of your turn, if you had 11 Volume, you regain 1 Sorcery Point.
Sound Wave
Also at 6th level, you have learned how to throw concentrated waves of music at your foes to pump up your magical volume. You learn the cantrip Sound Wave, and it is thereafter always prepared for you.
-
Sound Wave: You blast out two consecutive waves of compressed musical energy. Make two ranged spell attacks against up to two separate creatures or objects in range. On a hit, the target(s) take 1d6 Thunder damage.
Cantrip Upgrade. The spell creates three waves at level 11, and four waves at level 17. You can direct the waves at the same target or at different ones. Make a separate attack roll for each wave.
Crescendo Bomb
At 14th level, you can release a violent blast of musical power all at once. As an action, you may pay any amount of Sorcery Points.
Choose a point you can see within 100 feet of you. You create an explosion of concentrated noise centered on that point with a radius equal to 5 times the Sorcery Points spent. All creatures within the area are dealt 1d8 Thunder damage per level of Volume you have at the moment.
The Great Song
At 18th level, your soul's music resonates with such power that you can vibrate the souls of others, empowering them greatly or causing them serious harm. Whenever a creature within 60 feet of you that you can see would take damage or restore hit points, you may use your reaction to add your current Volume level to either total.
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