Base Class: Artificer
Artificers who follow the path of the Instrumentalist transform musical instruments into powerful magical weapons, harnessing the power of sound to disrupt and disorient their enemies. These artisans craft instruments that can emit devastating sonic waves, capable of rattling bones and shattering minds. Whether it’s a war hammer forged from a drum or a bow fashioned from a violin, their creations unleash vibrations that can wreak havoc on both the body and the psyche of their foes.
The Instrumentalist Artificer uses their deep understanding of acoustics and magic to manipulate sound in combat. By channeling their energy through their unique weapons, they can create resonant frequencies that bypass physical defenses and target their opponents’ mental fortitude. This subclass emphasizes creativity and innovation, turning the art of music into a deadly form of battle. Their instruments, while seemingly ordinary, become conduits for devastating effects, making the Instrumentalist a formidable and unpredictable force on the battlefield.
Created by u/BulkyMcBulkerson.
Tools of the Trade
3rd-level Instrumentalist Feature
Instruments are essential for your work. You gain the following:
• You gain proficiency with three instruments of your choice.
• You may use an instrument you are proficient with as a spellcasting focus.
• Later at 3rd-level, you may produce an instrument using your The Right Tool For The Job feature.
• Later at 6th-level, your Tool Expertise feature also applies to instruments you are proficient with.
Instrumentalist Spells
3rd-level Instrumentalist
You always have certain spells prepared after you reach particular levels in this class, as shown in the Instrumentalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Instrumentalist Specialist Spells
|
ARTIFICER LEVEL |
SPELLS |
|---|---|
|
3rd |
Dissonant Whispers, Thunderous Smite |
|
5th |
Shatter, Silence |
|
9th |
Major Image, Thunder Step |
|
13th |
Psychic Lance, Staggering Smite |
|
17th |
Destructive Wave, Synaptic Static |
Instrumental Weapon
3rd-level Instrumentalist Feature
You are adept at inventing magic weapons that double as instruments, such as a drum that extends into a warhammer or a harp that can launch arrows. After you complete a long rest, you may alter one instrument you are proficient with, or maintain an alteration present on one of your instruments.
Choose an infusion from the “Artificer Infusions” section (see Tasha’s Cauldron of Everything) you meet the prerequisites for and that requires an item to be a weapon. One instrument you are proficient with then becomes the infused weapon, but may still be used as the original instrument. If the infusion does not specify the kind of weapon, you may choose a weapon for the instrument to become that matches the item required for the infusion (work with your GM to choose an appropriate weapon). You are considered proficient with this weapon and it uses your Intelligence modifier instead of your Strength or Dexterity modifiers for attack and damage rolls.
This infused item does not count against your total number of infused items or infusions known. The item reverts to normal if you do not maintain the alteration after a long rest. You may only have one instrument altered in this way at a time, but you may alter or maintain an additional instrument in a similar manner when you reach 9th and 15th-level in this class.
Volatile Sounds
3rd-level Instrumentalist Feature
Your altered instruments have unique interactions with loud sounds and music.
Metal. Once per turn when you damage a creature or object with an attack from one of your instrumental weapons, that attack deals an additional 2d4 psychic or thunder damage (your choice).
This damage increases to 2d8 when you reach 9th-level and 2d12 when to reach 15th level in this class.
Melody. If you cast a spell that does not require material components, you may replace either the somatic or verbal component of a spell by casting the spell through an instrument. Once per turn when you cast a spell that deals damage through an instrument, that spell deals an additional 1d4 psychic or thunder damage (your choice) for each level of the spell slot used (minimum 1d4).
This damage die increases to 1d6 when you reach 9th-level and 1d8 when you reach 15th-level in this class, respectively.
Tempo Control
5th-level Instrumentalist Feature
You are an expert at matching sounds, beats and tempos.
Kinetic Tempo. You can attack twice, instead of once, whenever you take the Attack action on your turn with an instrumental weapon. Moreover, you can cast one of your cantrips in place of one of those attacks.
Magic Tempo. You learn one cantrip from any spell list that can deal psychic or thunder damage. It does not count against the number of artificer cantrips that you know.
Sound Barrier
9th-Level Instrumentalist Feature
You can use sound to protect yourself. Once during your turn when you deal psychic or thunder damage a creature or object, you may choose to gain temporary hit points equal to the total psychic and thunder damage that was dealt. These temporary hit points remain until the start of your next turn.
Technical Musician
15th-level Instrumentalist Feature
Your instruments become an extension of your body and soul. You gain the following:
• You gain resistance to psychic and thunder damage.
• Whenever you hit a creature with an instrumental weapon, you can change the damage type that weapon deals to thunder or psychic (your choice).
• Increase the maximum number of magic items you can attune to by one, as long as one of those items is an instrumental weapon.
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