Base Class: Warlock
Your hunger for artistic prowess has led you to make a pact with a Muse, a deity of inspiration and creativity. Muses are clever, and their ideas are enthralling, but they are also moody, egocentric, and unrestrained. Your masterful creations can inspire and manipulate people, but your unquenchable thirst for greater talent may lead to self-destructive behaviors just as often as it leads to amazing artistry.
Expanded Spell List
The following spells are added to the warlock spell list for you
Spell Level Spells
1st Dissonant Whispers, Heroism
2nd Blindness/Deafness, Calm Emotions
3rd Catnap, Clairvoyance
4th Compulsion, Confusion
5th Awaken, Modify Memory
Bonus Cantrips & Proficiencies
At 1st level, you learn the Message and Vicious Mockery cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
You also gain proficiency in the Performance skill, a musical instrument of your choice, and one of the following: Calligrapher's Supplies, Jeweler's Tools, Painter's Supplies, or Weaver's Tools. You can add a single musical instrument to your inventory.
Inspiration
At 1st level, you can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d4.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. Your Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 8th level, and a d8 at 13th level.
Inspired Spellcasting
At 6th level, you can use a musical instrument that you're proficient with as an arcane focus for your spellcasting. Additionally, your Muse entreats you with the ability to cast spells by expending your Inspiration dice.
Choose a spell you know that is 1st level or higher. By expending a number of your Inspiration dice equal to that spell's (lowest possible) level, you can cast that spell at its lowest level without expending a Pact Slot or material components. (For example, you can expend 1 Inspiration die to cast Hellish Rebuke as a 1st level spell, without expending a Pact Slot. You cannot cast Hellish Rebuke in this manner as anything but a 1st level spell.)
When you reach 16th level, any spell that you cast in this manner, if it has a casting time of 1 Action, can be cast as a Bonus Action instead.
Celebrity Charm
At 10th level, you gain advantage on Persuasion and Performance checks, as well as saving throws against being frightened or charmed.
If a creature within 60 feet of you needs to make a Charisma saving throw, you can use your reaction to expend an Inspiration die and subtract the rolled amount from its saving throw. You can do this after hearing whether the creature has succeeded or failed on its saving throw. If a spell or feature targets multiple creatures, you can expend 1 additional Inspiration die for each additional creature of your choosing.
Enthralling Artistry
At 14th level, your artistry is so impressive that you can charm people with your creations.
You can present a creature or group of creatures with a gift in the form of a painting, sculpture, poem, jewelry, clothing, garment, or song that you've created. All of the creatures presented with this gift must make Intelligence saving throws against your spell save DC, or become charmed by you. Creatures charmed in this manner become your biggest fans, regarding you as a genius and an inspiration to them. They retain this opinion even when they're not in your presence, and will talk highly about you to other people, whenever you or the creation are brought up in conversation. If a creature succeeds on its saving throw, it doesn't find you or your creation particularly inspiring, and doesn't understand why others would. A creature with an intelligence of 7 or less automatically succeeds on its saving throw.
A creature can be shaken out of their charm several ways. If another creature tries to convince them (or even just casually suggests to them) that you or your creation aren't very good, they repeat the saving throw. If you or your companions harm the charmed creature, or any non-hostile creature in their presence, they repeat the saving throw. If you try to suggest or command the charmed creature to do anything dangerous or harmful to themselves, they repeat the saving throw. A creature who is shaken out of their charm wonders why they ever thought you were inspiring, and are immune to being charmed by you again.
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Posted Aug 14, 2018Clarifying Rule: you can't give a (Muse) Inspiration die to any creature that already has a (Bard) Bardic Inspiration die.