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Muse

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per muse level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons
tools: Three tools of your choice among Calligrapher's Supplies, Cartographer’s tools, Cook’s utensils, Painter’s supplies, Weaver’s tools, Disguise kit and any Musical Instrument
saving throws: Dexterity, Charisma
skills: Choose two skills from Acrobatics, Deception, Intimidation, Performance and Persuasion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) a shortbow

  • (a) a Disguise Kit or (b) any Artisan tools

  • (a) a diplomat's pack or (b) an entertainer's pack

  • Two Instruments of your choice


spellcasting:

List of Prologues

The Fire of the Shared Mind

You extend your magic outwards choosing any number of creatures

List of Fables

Known Fables

The Man who Fractured Time

A tale of a man who escaped the Western Wastes of Black Sands. All things must erode in the face of time.
  • Chronal Burst: Conjure forth a burst of Black Sands that seek a number of creatures up to your charisma modifier. Each creature must succeed on a Dexterity saving throw or take 3 times your Fable Die + charisma in necrotic damage and have their speed be reduced to 0, as the fabric of time constricts their movements. On a successful save, they take half damage instead.
  • Uncanny Read (Talisman Affinity): You are able to sense the flow of a conversation before it has happened, and are capable of steering it as you intend. Whenever you make a charisma ability check, you may roll a 1d4 and add it to your roll.

The Slaying of the Three Sisters

A story of death, tears and betrayal. Will this nightmare continue to follow me into the waking day?
  • Tears of Blinding: Conjure deep memories of despair within a creature within range. The creature must succeed on a wisdom saving throw or take psychic damage equal to three times your Fable Die + Charisma Modifier and be blinded. On a successful save, the target takes half damage.
  • Inured to Pain (Talisman Affinity): You dull yourself to the pain of grief, and other negative mental effects. You are resistant to Psychic damage and immune to the Frightened Condition.

The Breaking of the Mandate

A story of Priest's defiance of the quietus. Even in this era of eternal war, death need not be absolute.
  • Preserve Essence: Reach outwards towards the Spirit of a willing creature. Their wounds retreat, as they regain HP equal to your fable die + charisma modifier, and they end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
  • Defiance of Death (Talisman Affinity): Your body rejects the very pull of death. Gain +2 AC as you are able to shrug of terrible blows.

The Oath that wait behind Distant Seas

While I continue this adventure, she sits in a cell, awaiting her execution should I not return. What I would give to return to you Urania.
  • Freedom's Regret: Channel your wishes of having her take your place, around two creatures within range. Unwilling creatures must succeed on a Charisma saving throw or this effect fails. On a failure, Space swirls around them as they swap places.
  • She who Ran (Talisman Affinity): Your walking speed becomes 40 feet.
                           

Levels 1-4

Tragedy of Borneus, the North Wind.

You summon forth a spectral avatar of Borneus, Fey of the Icy North Winds. He blows his frosty breath upon a number of creatures up to your charisma modifier. Each creature must succeed on a Dexterity saving throw or take 3 times your Fable Die + charisma in cold damage and have their speed be reduced to 0. On a successful save, they take half damage instead.   Talisman Benefit: Attuning to this never-melting snowflake gives you +2 AC, as floating plates of ice materialize to block any attack. You must have an one hand free to manipulate the ice.  

Comedy of Odynerus, He Who Seeks Home.

You retell the grand exodus of Odynerus, the Cursed-Lost Fey, and his journey back home. Spaces swirls around a number of willing creatures equal to your charisma modifier. Each creature teleports to an unoccupied space within 5 feet of your podium. If there is no valid space, the creature does not teleport.   Mask Benefit: Attuning to this likeness of a loved one gives you advantage on saving throws to becoming restrained, grappled or paralyzed.    

Tragedy of Edina, Blinded by Guilt.

You retell the vile acts of Edina, she who lay with her father. A gray bolt of whispering energies shoots out at a creature within range. The creature must succeed on a wisdom saving throw or take psychic damage equal to three times your Fable Die + Charisma Modifier and be blinded. On a successful save, the target takes half damage.   Mask Benefit: While attuned to this gouged out eye, you gain an unarmed ranged attack where you hurl a spear of whispering energies towards a creature within 30 feet. It deals Psychic damage is equal to to your Fable Die + Charisma Modifier, and it uses charisma to hit.    

Comedy of Dolus, the First Trickster.

You retell the exploits of Dolus, the First Liar and Trickster. Shadows wreath a willing creature of you choice, and renders them invisible until the end of your next turn, or until they make an attack on a creature. If the creature hits a creature with an attack while invisible, the creature takes additional necrotic damage equal to your Fable Die + your Charisma modifier.   Mask Benefit: Attuning to the this Talisman of shattered glass gives you expertise in deception and sleight to hand checks.  

Levels 5-8

Tragedy of Orinos, the Hunter and the Scorpion.

You summon forth a spectral avatar of Orinos, the Hunter of the Stars. He launches a barrage of poison-tipped arrows at a number of creatures equal to your charisma modifier. Each creature must succeed on a Dexterity saving throw or take 3 times your Fable Die + charisma in piercing damage and become poisoned. On a successful save, they take half damage instead.   Mask Benefit: Attuning to the Mask of Orinos gives you an unarmed ranged attack where you shoot a spectral arrow of poison towards a creature within 30 feet. It deals Poison damage is equal to to your Fable Die + Charisma Modifier, and it uses charisma to hit. Creatures who are hit have disadvantage on the next saving throw they make until the end of your next turn.  

Comedy of Eroses and Psynes, Lovers United.

You retell the tear-jerking tale of Eroses and Psynes, and their love that spanned the dreaming. Spaces swirls around a two willing creatures, and they teleport, swapping places with each other, and also healing them a number of HP equal to your Fable Die + your Charisma Modifier.   Mask Benefit: Attuning to the Mask of the Lovers gives you expertise in persuasion and performance.  

Tragedy of Empusa, Blood Starved.

You retell the hideous cravings of Empusa, the First Blood-Drinker. An Avatar of blood gathers above you to swing their barbed whip, and you make an attack roll on a creature within range. On a hit, the creature takes necrotic damage equal to three times your Fable Die + Charisma Modifier and you regain half the damage as HP.   Mask Benefit: You gain an unarmed melee attack where you strike with a whip of blood at a creature within 10 feet. The Damage is equal to two times your Fable Die + Charisma Modifier, and it uses charisma to hit.  

Comedy of Asclepion, the Healer Who Cured Death.

You retell the exploits of Asclepion, the Master Physician who created a tonic so powerful, it cured death itself. Choose a willing creature, they regain HP equal to your fable die + charisma modifier, and they end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.   Mask Benefit: Attuning to the Mask of Asclepion gives you resistance to Necrotic Damage and the ability to ascertain cause and time of death when inspecting cadavers who passed within a century.  

Levels 9-12

Tragedy of the Polemian War, the First Battle.

You summon forth the fires of war from the battles of Polemia, where Enaliosi navies were first ambushed by Tzibalpan invaders. You unleash a wave of ruby-red flames at a number of creatures equal to your charisma modifier. Each creature must succeed on a Dexterity saving throw or take 4 times your (Fable Die + charisma) in fire damage and become stunned and prone. On a successful save, they take half damage instead.   Mask Benefit: Attuning to the Mask of War wreathes you in ruby flames. When any creature moves within 5 feet of you for the first time on a turn or ends its turn there , you can make them take fire damage equal to your Fable Die + Charisma Modifier.  

Comedy of the Argos, the Winged Escape.

You retell the epic escape of Argos and his inventor father, who ran away from imprisonment in Vlitra with magical feathered wings. Wings grow on a number of willing creatures equal to your charisma modifier. Each creature is teleported to any unoccupied space of your choosing within range.   Mask Benefit: Attuning to the Mask of Argos gives you flying speed of 60 feet.  

Tragedy of Thermopili, The Prism of Ruin.

You retell the hideous atrocities committed by the Ulster on the Port City of Themopili with a weapon of Elemental Doom. Choose a creature within range, they must succeed on a constitution saving throw or take 4 times your (Fable Die + Charisma Modifier) on a failed save. The Damage type can be any damage type of your choice except bludgeoning, piercing and slashing. On a failed save, when the creature takes the same damage type until the end of your next turn, they take additional damage equal to your Fable Die + Charisma Modifier. They also lose resistance to that damage type. On a successful save, they just take half damage.   Mask Benefit: You gain an unarmed ranged attack where you strike with elemental energies at a creature within 60 feet. The Damage is equal to two times your (Fable Die + Charisma Modifier), and it uses charisma to hit and is lightning damage.  

Comedy of Rhodas, the Colossus of Neftys.

You retell the Great Feats of Rhodas, the Stone Colossus of Neftys that went out to war against defend the Shores of Neftys. Stones and pebbles begin to cling to a creature of you choice, and gives them resistance to acid, cold, fire, lightning, and thunder damage until the end of your next turn. If the creature hits a creature with an attack while covered in these stones, the creature takes additional bludgeoning damage equal to twice your Fable Die + your Charisma modifier, as the rocks begin to cover their limbs, restricting their movements. They are paralyzed until the end of your next turn.   Mask Benefit: Attuning to the Mask of Rhodas gives you expertise in intimidation and Acrobatics checks.    

Levels 13-16

Tragedy of the Polemian War, the First Battle. You summon forth the fires of war from the battles of Polemia, where Enaliosi navies were first ambushed by Tzibalpan invaders. You unleash a wave of ruby-red flames at a number of creatures equal to your charisma modifier. Each creature must succeed on a Dexterity saving throw or take 4 times your (Fable Die + charisma) in fire damage and become stunned and prone. On a successful save, they take half damage instead.   Mask Benefit: Attuning to the Mask of War wreathes you in ruby flames. When any creature moves within 5 feet of you for the first time on a turn or ends its turn there , you can make them take fire damage equal to your Fable Die + Charisma Modifier. Comedy of the Argos, the Winged Escape. You retell the epic escape of Argos and his inventor father, who ran away from imprisonment in Vlitra with magical feathered wings. Wings grow on a number of willing creatures equal to your charisma modifier. Each creature is teleported to any unoccupied space of your choosing within range.   Mask Benefit: Attuning to the Mask of Argos gives you flying speed of 60 feet.   Tragedy of Thermopili, The Prism of Ruin. You retell the hideous atrocities committed by the Ulster on the Port City of Themopili with a weapon of Elemental Doom. Choose a creature within range, they must succeed on a constitution saving throw or take 4 times your (Fable Die + Charisma Modifier) on a failed save. The Damage type can be any damage type of your choice except bludgeoning, piercing and slashing. On a failed save, when the creature takes the same damage type until the end of your next turn, they take additional damage equal to your Fable Die + Charisma Modifier. They also lose resistance to that damage type. On a successful save, they just take half damage.   Mask Benefit: You gain an unarmed ranged attack where you strike with elemental energies at a creature within 60 feet. The Damage is equal to two times your (Fable Die + Charisma Modifier), and it uses charisma to hit and is lightning damage. Comedy of Rhodas, the Colossus of Neftys. You retell the Great Feats of Rhodas, the Stone Colossus of Neftys that went out to war against defend the Shores of Neftys. Stones and pebbles begin to cling to a creature of you choice, and gives them resistance to acid, cold, fire, lightning, and thunder damage until the end of your next turn. If the creature hits a creature with an attack while covered in these stones, the creature takes additional bludgeoning damage equal to twice your Fable Die + your Charisma modifier, as the rocks begin to cover their limbs, restricting their movements. They are paralyzed until the end of your next turn.   Mask Benefit: Attuning to the Mask of Rhodas gives you expertise in intimidation and Acrobatics checks.
class features:

Symposium of Stories

At 1st level, you learn to summon forth the ancient tales, found within the diminished realms of the Dreaming. These illusions you manifest have some semblances of real-ness and can be used in a variety of offensive and defensive ways.   When you gain this feature, you learn two Act I Fables of your choice from the Symposium of Fables List described below, and each time you gain a level in this class, you can replace one story with a different one from this feature. When you reach certain levels in this class, you learn additional stories. Certain Fables are harder to master; you learn Act II fables at level 5, Act III at level 9, Act IV at level 13, Finales at Level 17.   As an action, you can expend a Fable Die and tell a Fable among Fables you know from the Symposium of Fables feature. Charisma is your ability for your Fables, since the power of your magic relies on your ability to project your will into the world. In addition, you use your Charisma modifier when setting the saving throw DC for a Muse Fable you cast and when making an attack roll with one.
  • Fable save DC = 8 + your proficiency bonus + your Charisma modifier
  • Fable attack modifier = your proficiency bonus + your Charisma modifier

Fable Die

You have a pool of dies equal to your Charisma modifier (a minimum of once). You regain any expended dice when you finish a long rest.   Your Fable die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

Prologues

Prologues are less straining versions of Fables. They are cast without expending a fable die. You learn a number of prologues equal to the number of fables - 1.

Amphitheatre Enalios

Starting at 2nd level, with a bonus action, you summon forth an illusionary environment within a 15 feet radius that focuses your fables. Different Muses create different environments, from Circles of Enaliosi Marble Pillars, to an area of Golden Clouds; the design of this space is up to you. While Amphitheatre Enalios is active, your Fables from your Symposium of Stories feature gain heightened effects. Amphitheatre Enalios disappears when you leave the area or are incapacitated. You must concentrate of Amphitheatre Enalios.   The radius of Amphitheatre Enalios increases to 20 feet at 6th level, 30 feet at 10th level, 45 feet at 14th level.

Tale Teller's Talismans

At 2nd Level you create Talismans made with energies found forming within the dreaming. These talismans are based on the Fables you know from your Symposium of Fables feature. As a bonus action, you can choose one of your Known Fables and gain its Talisman benefit, which is detailed in that Fable's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different fable benefit. You can have only one Talisman's Benefit at a time.

Theatrical Specialties

At 3rd level, you delve into the advanced techniques of a Theatrical Specialty of your choice. Your choice grants you features at 3rd level and again at 6th, 11th and 18th level.    

Heightened Prologues

At level 9, you may add your charisma modifier to the damage from you prologues.

Heightened Fables

At Level 16, you may add your charisma modifier to the damage from your fables.    

Superior Fables

At 20th level, when you roll initiative and have no Fable Die left, you regain one use. Additionally, whenever you roll a fable die, roll an additional die.
subclass options:

Tragedy Specialist

Domain of Anguish

At 3rd Level, when an enemy fails a saving throw on a turn that is not yours, you can use your reaction to cause your Amphitheatre Enalios to strike out towards them. They must make a Dexterity saving throw or take force damage equal to your fable die + charisma modifier.   Shackles of Melancholy At 6th Level, you can target a creature within 90 feet as a bonus action while Amphitheatre Enalios is active. The target must make a con saving throw or they are pushed or pulled 10 feet towards or away from you.   Domain of Solemnity At 11th Level, your Amphitheatre Enalios becomes difficult terrain for enemies.   Inescapable Domain At 18th level, when an enemy creature attempts to move out of your domain, they must make charisma saving throw. On a fail, they cannot leave the domain during their turn.  

Comedy Specialist

Domain of Alacrity

At 3rd Level, when an allied creature moves within your Amphitheatre Enalios, you may you your reaction to allow them to gain 10 movement speed.   The amount of movement speed regained increased to 15 feet at 6th level, 20 feet at 11th level and 30 feet at 18th level.  

Satyrical Specialist

Domain of Mockery

At 3rd Level, when a creature fails a saving throw in your Amphitheatre Enalios, you may choose another willing creature as a reaction. That creature gains 5 temporary HP.   The amount of temp HP gained is increased to 10 at 6th level, 15 feet at 11th level and 25 feet at 18th level.
LevelProficiency BonusFeaturesFables Known
1+2Symposium of Stories (Act I), Fable Die (d4), Prologues2
2+2Amphitheatre Enalios (15 ft), Tale Teller's Talismans2
3+2Theatrical Specialty Feature3
4+2Ability Score Improvement3
5+3Symposium of Stories (Act II), Fable Die (d6)4
6+3Amphitheatre Enalios (20 ft)4
7+3Theatrical Specialty Feature5
8+3Ability Score Improvement5
9+4Symposium of Stories (Act III), Fable Die (d8)6
10+4Amphitheatre Enalios (30 ft), Heightened Prologues6
11+4Theatrical Specialty Feature7
12+4Ability Score Improvement7
13+5Symposium of Stories (Act IV), Fable Die (d10)8
14+5Amphitheatre Enalios (45 ft)8
15+5Theatrical Specialty Feature9
16+5Ability Score Improvement, Heightened Fables9
17+6Symposium of Stories (Finale), Fable Die (d12)10
18+6Theatrical Specialty Feature10
19+6Ability Score Improvement10
20+6Superior Fables10

Created by

SandShaper.

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