You studied frequencies for your entire life, specifically, different frequencies effect on the body and in the psyche. Deception and persuasion are your weapons of choice but when push comes to shove, you know all the right notes to play somebody like a lute.
hit dice:
1d8 per symphonist level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per bard level after 1st
armor proficiencies:
light armor
weapon proficiencies:
Simple weapons, hand crossbows, and anything with the finesse property
tools:
two musical instruments of your choice and tinkerer's tools
saving throws:
Dexterity, Charisma
skills:
Choose any three
starting equipment:
(a) a rapier, (b) a longsword, or (c) any simple weapon
(a) a diplomat's pack or (b) an entertainer's pack
(a) a lute or (b) any other musical instrument
Leather armor and a dagger
Tinkerer's tools
spellcasting:
Cantrips
You know two cantrips of your choice from the symphonist spell list. You learn additional symphonist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Symphonist table.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Symphonist spell list.
The Spells Known column of the symphonist table shows when you learn more symphonist spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Charisma is your spellcasting ability for your symphonist spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a symphonist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Additionally, when you gain a level in this class, you can choose one of the symphonist spells you know and replace it with another spell from the symphonist spell list, which also must be of a level for which you have spell slots.
You can select new Spells at dawn each Week!
I have no Idea how this works, but the other rule is dumb, some balancing required.
Ritual Casting
You can cast any symphonist spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (found in chapter 5) or a sound amplifier as a spellcasting focus for your symphonist spells.
class features:
Symphonic Inspiration
You can inspire others with frequency and vibration through speech and song. To do so, you 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 Symphonic Inspiration die, a d6.
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 Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Symphonic Inspiration die is rolled, it is lost. A creature can have only one Symphonic 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 long rest.
Your Symphonic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Knave of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Resistant Tones
Starting at 2nd level, your natural frequencies all you to resist abnormal conditions, you resist being charmed or frightened from external sources. You have advantage against on any saving throws against being charmed or frightened.
At 9th level, you emit frequencies that allow for your allies to gain the same benefits that you acquired from your training. Allies within 10ft of you gain advantage on saving throws against being charmed or frightened. Range increases to 30ft at 13th level and 60ft at 17th level.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Symphonic Waves
At 3rd level, you delve into the advanced techniques of a Symphonist Wave of your choosing. Your choice grants you features at 3rd level and again at 6th, 10th and 14th level.
Wave |
Description |
Syncopated Wave |
specializes in using sound waves to disorientate enemies. |
Lofi Wave |
Provocatively enhances allies abilities via a three part disharmony |
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Wellspring of Arias
Beginning when you reach 5th level, you regain all of your expended uses of Symphonic Inspiration when you finish a short or long rest.
Pitch Perfect
Starting at 6th level, you are a master at saying the right thing at the right time in the right way. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unfailing Inspiration
At 10th level, your resonant tones are so effective that others feel driven to succeed. When a creature adds one of your Symphonic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Symphonic Inspiration die.
The Symphonic Inspiration die no longer has a time limit of 10 minutes, it lasts until spent, or till one hour has passed.
Contagious Vibrations
At 14th level, when you successfully inspire someone, the power of your Frequencies can now spread to someone else. When a creature within 60 feet of you adds one of your Symphonic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Universal Frequencies
You have discovered the frequency at which the universe functions, in discovering it, you have gained great power. You may cast one 8th level or lower spell off the symphonist spell list at 9th level, once you use this feature twice you may not use it again until finishing a long rest.
Superior Inspiration
At 20th level, when you start your turn and have no uses of Symphonic Inspiration left, you regain one use.
subclass options:
Syncopated Wave-specializes in using sound waves to disorientate enemies. (Syncopated Wave Syphonist )
Lofi Wave-Provocatively enhances allies abilities via a three part disharmony
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|
1st | +2 | Spellcasting, Symphonic Inspiration | 2 | 4 | 2 | - | - | - | - |
2nd | +2 | Knave of all trades, Resistant Tones | 3 | 4 | 2 | - | - | - | - |
3rd | +2 | Symphonic Wave, Expertise | 3 | 5 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement, | 4 | 5 | 3 | - | - | - | - |
5th | +3 | Symphonic Inspiration (d6), Wellspring of Arias | 4 | 5 | 4 | 2 | - | - | - |
6th | +3 | Symphonic Wave Feature, Pitch Perfect | 4 | 6 | 4 | 2 | - | - | - |
7th | +3 | - | 4 | 8 | 4 | 3 | | - | - | - |
8th | +3 | Ability Score Improvement, | 4 | 8 | 4 | 3 | - | - | - |
9th | +4 | Resistant Tones (R10ft) | 4 | 10 | 4 | 3 | 2 | - | - |
10th | +4 | Symphonic Inspiration (d10), Expertise, Symphonic Wave Feature | 5 | 11 | 4 | 3 | 2 | - | - |
11th | +4 | - | 5 | 13 | 5 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement, | 5 | 13 | 5 | 3 | 3 | - | - |
13th | +5 | Resistant Tones (R30ft) | 5 | 15 | 5 | 3 | 3 | 1 | - |
14th | +5 | Contagious Vibrations, Symphonic Wave Feature | 5 | 15 | 5 | 3 | 3 | 1 | - |
15th | +5 | Symphonic Inspiration (d12) | 5 | 16 | 5 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 5 | 16 | 5 | 3 | 3 | 2 | - |
17th | +6 | Resistant Tones (R60ft) | 5 | 18 | 5 | 3 | 3 | 3 | 1 |
18th | +6 | Universal frequencies | 5 | 18 | 5 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 5 | 18 | 5 | 3 | 3 | 3 | 1 |
20th | +6 | Superior Inspiration | 5 | 18 | 5 | 3 | 3 | 3 | 1 |