Warlock
Base Class: Warlock

He is the Musician.  No one knows the Musician's name, or even what world this being came from.  It's not even known if this entity is male or female, and great bard duels have broken out on this argument alone.  Lore is told about the Musician in nearly every culture, mostly among the bards that wander from place to place.  Some believe the Musician to be a god or goddess, one who is likely worshiped in some distant land.  Other lore will tell you that the Musician is a powerful bard who grew strong in the arts to obtain incredible power.  And those who swear to know deep lore will quietly tell you that the Musician is a lich, an undead creature of perhaps limitless power.  Maybe the Musician is all of these, or none of these.  All that matters, however, is that you have opened your heart and soul to this mysterious being.  You have let the Musician's song fill your mind and soul, and you wander the land teaching this song to others.  You feel a compulsion to play the song, and you feel its power each time you do.

Level 3: Magic of the Musician

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Musician Spells table, you thereafter always have the listed spells prepared.  May the Song prevail!

Musician Spells
Warlock Level Spells
3 Dissonant Whispers, Hideous Laughter, Sleep, Calm Emotions
5 Glyph of Warding, Fear
7 Compulsion, Dominate Beast
9 Geas, Modify Memory

Level 3: The Musician’s Blessing

You are gifted with abilities that come from the heart of the Musician's song, and the musical world in which this being strives for.  To begin with, you must choose an instrument that you will be gifted with.  Your choice may well determine the road on which you will travel, so choose wisely young virtuoso.  This instrument will become the very heart of your power and ability.  While holding AND playing your instrument, you gain the following:  

  • You gain a +1 bonus to Spell Attack Rolls.
  • Resistance to spells that are attempting to affect your mind.  (Specifically, against spells of the Enchantment school of magic, you save with an advantage.)
  • Once per short rest, any time you cast a spell of the "Enchantment" school, if you are playing and singing, the target of your spell saves with a disadvantage.

You are granted with the knowledge of the cantrip Starry Wisp.   Because of this blessing, you are able to cast this cantrip as a bonus action, as long as you are not concentrating upon another spell.

Level 6: The Power of the Tongue

You have gained a deep connection with the music of the universe around you, which you find in the harmonics of the Musician's song.  While singing and/or playing the Musician's song, you may add your Charisma modifier to any saving throw you are called upon to make.   You have also learned to infuse power into every spell you cast, adding your Charisma modifier to any damage rolls for your spells.

Once per short rest, when you play for your party, they are empowered by the magic in your voice and by the power of your song.  Each person you choose, who can hear your song (up to 5), gain one of the following benefits from listening to your song.  (roll a d4)

  1. Temporary hit points equal to your performance roll.
  2. A bonus of 1d6 to one roll of a d20 they make in the next hour.
  3. Resistance to the first thing that might cause one to be frightened.
  4. A +1 bonus to their armor class for 1 hour as they are able to move a bit more deftly. 

Level 10: The Harmonics

As your mind is enveloped by the song you are playing, you now are granted with truesight out to a distance of 30 feet.  You also feel a closer connection with the Musician, and are able to cast Commune once per long rest without using a spell slot.  You can also cast Speak with Dead once per short rest without using a spell slot.

Level 14: The Seductive Voice

Your music resonates with an overwhelming supernatural harmonic, pulling enemies toward you and binding their minds and bodies to your will.   As an action, you can begin to perform your Song of Seduction.  Using your action each round, you can continue to perform this song for 10 rounds.   You can perform this song but once per long rest.  While you perform this song, every creature of your choice within 60 feet must make a Charisma saving throw at the start of each of their turns.  (Creatures immune to Charm may roll with advantage).  Those who fail are drawn into your voice and become enthralled with the harmonics contained within for one round, until the start of their next turn.  Each of these who fail must roll a d6 on the chart below to see what they do.

  1. Stand dumbly, staring at you as you play - stunned
  2. Grovel in worship, falling to their knees before they begin to crawl toward you at 1/4 of their speed.  - prone
  3. Attack any they feel are a danger to you personally. 
  4. Grieve at their actions, dropping whatever they are carrying as they begin to wail in their immense sadness.   - Frightened
  5. The song overwhelms their senses and causes them to lose their sight and hearing - blinded and deafened
  6. The power of the song renders them unconscious.   - unconscious

 You cannot cast any spells while performing the Song of Seduction, nor can you pause in your playing.  As soon as the song ends, all conditions it has caused come to an end.  

The Musician Image

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