Sorcerer
Base Class: Sorcerer

You were born with the spark of music and joy in your body and soul. You most likely have a flamboyant personality that may be too much for some people to handle. The spark of music allows you to create musical magic with the touch of your fingers.

Lively Music

Starting at 1st level, your existence is a pleasant aura for everyone around you. When you finish a long rest, creatures up to your charisma modifier within 20 feet of you gain temp hit points equal to your proficiency bonus + half your sorcerer level (rounded up).

These temp hit points last until lost to damage or until your next long rest.

Bardic Affinity

From 1st level, you learn the cantrip Vicious Mockery from the Bard Spell list. It counts as a Sorcerer spell for you, and doesn't count against your number of known cantrips. When you reach 2nd level you can choose 2 spells from the bard spell list, you can change these 2 spells every level to any other spell on the bard spell list, these spells can only be of a level from which you have spell slots available. You can use a musical instrument for your spellcasting focus. As such, you gain proficiency with 2 musical instruments of your choice.

Musical Energization

Starting at 6th level, you can use the music to energize your allies. As a reaction, you can play your music around yourself or another creature you can see within 30 feet of you when they make an attack, saving throw, or ability check and add the total to their roll.

The energization is used as a d6 and can be rolled by either you or the affected creature, you choose. This dice increases to a d8 at 12th level, and a d10 at 16th level. You have an amount of energizations equal to you charisma modifier.

Charming Music

Starting at 14th level, you can use an action to musically charm your enemies. As an action you can cause music to enchant your enemies mind. Your enemy makes a Charisma save against your spell save DC or is charmed by you for 1 minute. While charmed this way an enemy's movement becomes 0 as illusory staffs and notes wrap around their body. An enemy charmed this way knows they were charmed after the charm wears off. A creature charmed in this way that is shaken using an action or hit by an attack can make the save again immediately as the trigger occurs.

You can use this ability equal to your proficiency bonus. Regaining all uses after a long rest.

Musical Overpowerment

At 18th level, you can use an action to create a musical performance in a 60 ft radius centered on yourself for 1 minute. The following affects occur on creatures that can hear you.

- Creatures concentrating on spells have disadvantage on saves to maintain concentration.

- Allied creatures add a d4 to attack rolls and saving throws.

- The music creates a blur with the sound waves and gives you half cover.

You can use this ability once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/5/2021 8:04:51 PM
2
0
--
Coming Soon
4/5/2021 8:12:05 PM
6
1
--
Coming Soon