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Maestro

C
ountless onlookers stand in awe as colorful lights
and fantastical illusions dance forth from a
performer, a spectral duplicate flying around
them and harmonising with their music.
A band of warriors battles on far beyond their
limits, managing to cut down yet more monsters
despite the seemingly insurmountable odds, lead and spurred
on by the drum playing skald at the head of their march.
Flanked on all sides by goblins, a seemingly defenceless
minstrell plays a single note upon their lute that explodes into
a vicious blast of thunder, blowing away most of her foes in
an instant.
The music that maestros play acts not simply as a form of art
or entertainment, but as well as a conduit for their magic,
using it to cast spells as well as to empower their allies. With
a simple note or a change of their rhythm, they can even
guide their comrades to take on a better position, or land a
crucial attack.
Creating a Maestro
When making a maestro you should consider just what kind
of music they play, such things as what instrument they use
and what genre. Do they aspire to create a grand symphony,
studying out every last little detail, or do they let their
melodies guide them?
Quick Builds
You can make a maestro quickly by following these
suggestions. First, Charisma should be your highest ability
score, followed by Dexterity. Second, choose the entertainer
background. Third, choose the minor illusion and resonance
cantrips, along with the following 1st-level spells: Dissonant
Whispers, Staunch Wounds

Credit
Cover Art by: bom Yeon
Page Art by: Sinlaire
Watercolor Stains by: /u/flamableconcrete
Subclass: /u/ItSkeley
The Maestro
Proficiency Movements Cantrips Spells
Level Bonus Features Known Known Known 1st 2nd 3rd 4th 5th
1st +2 Symphony, Spellcasting 3 2 2 2 — — — —
2nd +2 Beat, Charismatic 3 2 2 2 — — — —
3rd +2 Maestro's Genre 3 2 2 3 — — — —
4th +2 Ability Score Improvement 4 2 3 3 — — — —
5th +3 Improved Symphony, 4 2 4 4 2 — — —
Accelerando
6th +3 Maestro's Genre Feature 4 2 4 4 2 — — —
7th +3 Spell Eater 5 2 5 4 3 — — —
8th +3 Ability Score Improvement 5 2 5 4 3 — — —
9th +4 Accelerando (30 feet) 6 2 6 4 3 2 — —
10th +4 Maestro's Genre Feature 6 3 6 4 3 2 — —
11th +4 Crescendo 6 3 7 4 3 3 — —
12th +4 Ability Score Improvement 7 3 7 4 3 3 — —
13th +5 - 7 3 8 4 3 3 1 —
14th +5 Maestro's Genre Feature 7 4 8 4 3 3 1 —
15th +5 Masterful Symphony 8 4 9 4 3 3 2 —
16th +5 Ability Score Improvement 8 4 9 4 3 3 2 —
17th +6 - 8 4 10 4 3 3 3 1
18th +6 Grand Orchestra 9 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 9 4 11 4 3 3 3 2
20th +6 Magnum Opus 9 4 11 4 3 3 3 2

Class Features Multiclassing


The prerequisites for multiclassing into a maestro is a
Hit Points Charisma score of 13. When you multiclass into maestro, you
Hit Dice: 1d8 per maestro level gain proficiency with light armor, and one musical instrument
Hit Points at 1st Level: 8 + your Constitution modifier of your choice. When determining your total spell slots, you
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution add one half of your maestro levels (rounded down) to the
modifier per level after 1st total.
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords,
rapiers, shortswords
Tools: Three musical intruments of your choice.
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, Deception, Investigation,
Perception, Performance, Persuasion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(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

1
Symphony Spellcasting Ability
At 1st level, you are able to weave together a mystical Charisma is your spellcasting ability for your maestro spells.
symphony to empower you and your allies. Your magic comes from the heart and soul you pour into the
performance of your music or oration. You use your
Movements Known Charisma whenever a spell refers to your spellcasting ability.
When you gain this feature, pick three Maestro Movements to In addition, you use your Charisma modifier when setting the
learn. You learn additional movements of your choice when saving throw DC for a maestro spell you cast and when
you reach certain levels in this class, as shown in the making an attack roll with one.
Movements Known column of the Maestro table.
Whenever you gain a level in this class, you can replace one Spell save DC = 8 + your proficiency bonus + your Charisma
of the maestro movements you learned with a new one. modifier
Forming your Symphony Spell attack modifier = your proficiency bonus + your
As an action you may begin your symphony, selecting two of Charisma modifier
your known maestro movements to incorporate into it. As you Spellcasting Focus
play your symphony, you and allies within 15 feet of you who
can see or hear you gain benefits depending on your chosen You can use a musical instrument (found in chapter 5) as a
movements. spellcasting focus for your bard spells.
Concentrating on your Symphony Beat
You may maintain your symphony for up to 1 hour, Starting at 2nd level, you become adept at conducting others,
concentrating on it as if it were a spell. You may still guiding them with melodic maneuvers. You have access to an
concentrate on a spell during this time, though you only make amount of Beat points equal to your proficiency modifier.
one concentration save, using the result to maintain both the You can spend these beat points to fuel various beat
spell and the symphony. features. You start knowing two such features: Glissando and
Largo. You learn more beat features as you gain levels in this
Spellcasting class.
The mystical notes of the songs you've written carry upon When you spend a beat point, it is unavailable until you
them that can be woven into spells finish a short or Long Rest, at the end of which you regain all
beat points.
Cantrips (0-Level Spells)
At 1st-level, you know two cantrips of your choice from the Glissando
maestro spell list. At highr levels, you learn additional As a bonus action you may spend 1 beat point to allow an ally
maestro cantrips of your choice, as shown in the Cantrips within 30 feet of you who can see or hear you to move up to
Known column of the Maestro table. half their movement speed, this movement does not provoke
opportunity attacks.
Spell Slots
The Maestro table shows how many spell slots you have to Largo
cast your spells of 1st level and higher. To cast one of these As a reaction when an ally within 30 feet of you who can see
spells, you must expend a slot of the spell’s level or higher. or hear you is attacked, you may spend 1 beat point to grant
You regain all expended spell slots when you finish a long them a bonus to their ac against the attack equal to your
rest. For example if you know the 1st-level spell Cure Wounds proficiency bonus
and have a 1st-level and a 2nd-level spell slot available, you
can cast Cure Wounds using either slot. Charismatic
At 2nd level, even without song your voice can reach far and
Spells Known of 1st Level and Higher stir others into action. You gain proficiency with the
At 1st level, you learn two 1st-level spells of your choice from Deception, Intimidation, or Persuasion skill. Alternatively, if
the Maestro spell list.
The Spells Known column of the you are proficient in one or more of those skills, you may
Maestro table column of the Maestro table shows when you choose one of those proficiencies. If you do, your proficiency
learn more maestro spells of your choice. Each of these spells bonus is doubled for any ability check you make that uses the
must be of a level for which you have spell slots, as shown on chosen proficiency.
the table. For instance, when you reach 5th level in this class,
you can learn one new spell of 1st or 2nd level. Additionally, Maestro’s Genre
when you gain a level in this class, you can choose one of the When you reach 3rd level, you choose your musical focus,
maestro spells you know and replace it with another spell beginning to deepen your abilities. Your choice grants you
from the maestro spell list, which must also be of a level for features at 3rd level and again at 6th, 10th, and 14th.
which you have spell slots.
Improved Symphony Magnum Opus
By 5th level, you’ve come to improve your symphony, further At 20th level, one of the movements amongst your many
empowering you and your allies. When beginning your symphonies has truly become your magnum opus. Select one
symphony, you may choose an additional movement, for a of the movements you know, you and other friendly creatures
total of 3, to be active, in addition, the range of your symphony within 30 feet of you who can see or hear you benefit from it
increases to 20 feet. as if you were using it in one of your symphonies, as long as
you are conscious.
Accelerando
At 5th level, you become adept at stirring your allies to action.
You and friendly creatures within 20 feet of you who can see
or hear you gain a bonus to initiative equal to your proficiency
modifier.
At 9th level, you grant this benefit to friendly creatures
within 30 feet of you.
Extended Beat
At 7th level, you’ve furthered your abilities to lead your allies.
You may as a bonus action on your turn expend a spell slot
and regain an amount of Beat points equal to the slot's level.
In addition, you learn the following beat features, Reprise,
and Solo.
Reprise
As a reaction when an ally within 30 feet of you who can see
or hear you misses an attack roll, you may spend 1 beat point
to give them a bonus to their next attack roll and damage roll
equal to your Charisma modifier
Solo
As a bonus action you may spend 1 beat point to allow an ally
within 30 feet of you who can see or hear you to make a
melee weapon attack as a reaction.
Heartfelt Song
At 7th level, the music you play makes your words all the
more believable. Your proficiency bonus is now doubled for
any ability check you make that uses your proficiency with a
musical instrument. In addition, you have advantage on
Charisma skill checks against creatures who’ve heard your
music within the last 8 hours.
Crescendo
At 11th level, as a reaction when an ally within 30 feet of you
rolls a natural 20 on an attack roll you may spend 1 beat
point to allow up to 2 friendly creatures within 30 feet of you
who can see or hear you to make a weapon attack against the
same creature as a reaction.
Masterful Symphony
At 15th level, your symphonies reach even further, inspiring
your allies to greater lengths. When beginning your
symphony you may choose an additional movement, for a
total of 4, to be active, in addition, the range of your symphony
increases to 30 feet.
Grand Orchestra
At 18th level, your allies make your music shine all the
brighter than they would’ve on your own. While you are
concentrating on your symphony, whenever a friendly
creature within the range of your symphony scores a critical
hit, you may regain a beat point.
Maestro's Genres
Skald
Skald's bring their melodies directly to the frontline of
combat, letting the sounds of clashing steel and breaking
bones add to their furious symphony.
Skald's Teachings
Beginning when you select this subclass at 3rd level, you
learn the Reckless Verse Maestro Movement, adding it to
your list of movements known. In addition, you gain
proficiency with medium armor, shields, and martial
weapons.
Reckless Verse
When you or a friendly creature within your symphony makes
a melee weapon attack, they may gain advantage on that
attack roll, if they do, other creatures have advantage on
attacking them until the end of their next turn.
Beat - Vengeant Strike
At 3rd level, you stoke the flames of your ally’s ire, letting
them counterattack. As a reaction when an ally within 60 feet
of you is hit with an attack, you may spend 1 beat point to let
them make a melee weapon attack as a reaction, if they can
see or hear you.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn. Additionally, if you hit
a creature with both your attacks while your symphony is
active, you may grant all friendly creatures within the
symphony temporary hit points equal to your Charisma
modifier. These temporary hit points last until your symphony
ends.
Accelerando - Blades Drawn
By 10th level, you’ve honed your music to ignite a battle
frenzy in your allies. You and allies within 30 feet of you who
can see or hear you may draw a weapon or arcane focus as a
free action when rolling initiative, in addition, they gain a 10
foot bonus to their movement speed until the end of their
next turn.
Mighty Battlecry
At 14th level, you can let forth a battlecry to crush the spirits
of your foes while igniting that of your allies. When you begin
your symphony, you may choose to let out a battlecry, forcing
all enemies within 30 feet of you who can see or hear you to
make a wisdom saving throw against your spell save DC. On
a failure, a creature is frightened and has their speed reduced
to 0 feet until the end of their next turn. Allies within 30 feet
of you gain temporary hp equal to your maestro level.
After you use this feature you can’t use it again until you
finish a short or long rest.

Credit
Page Art by: Grafit-art
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Overdrive Accelerando - Roaring Intro
Maestro's who follow the overdrive genre bring their magic to By 10th level, you can infuse some of the thunderous power
a whole new volume, blasting their foes away with ruthless of your music into your allies. Allies within 30 feet of you who
thunderous force. can see or hear you deal additional thunder damage equal to
your charisma modifier on their first damage roll made
before the end of their first turn after rolling initiative.
High Volume
Beginning when you select this subclass at 3rd level, you’ve Max Noise
learned how to tune your thunder spells to cause that much At 14th level, you can unleash all restraint and let your spells
more damage. When you cast a spell that deals thunder blast away at full volume. When you begin your symphony
damage, add your Charisma modifier to that damage. In you can choose to activate this feature, gaining the following
addition, you learn the Forceful Refrain Maestro Movement. benefit and detriment:
Forceful Refrain When you cast a spell that deals thunder damage, you deal
When you or a friendly creature within your symphony hits a maximum damage with that spell.
creature with an attack, they may force the creature to make When you cast a spell you must make a concentration
a strength saving throw against your spell save DC. On a save with a DC of 10 + the spell’s level. If you fail the
failure, the creature is pushed 10 feet away from their concentration save you also become stunned until the
attacker. start of your next turn.
Beat - Mage Strike Once you use this feature you can't use it again until you've
At 3rd level, your music guides the flow of magic for your completed a long rest.
allies. As a bonus action you may spend 1 beat point to allow
an ally within 30 feet of you who can see or hear you to cast a
cantrip with a casting time of 1 action as a reaction.
Booming Sound
At 6th level, your symphony amplifies your spells, causing a
great blast whenever you cast one. Whenever you cast a spell
while concentrating on your symphony, you may cause a
burst of thunder within a 15-foot radius of you, forcing all
creatures within range to make a Constitution saving throw.
On a failed save they take 1d6 thunder damage, plus an
additional 1d6 thunder damage for each level of the spell.
Haunting __
Following to the name of their genre, Haunting maestros Beat - Phantom Swap
bring forth a truly ghastly melody, sending a chill running At 3rd level, you can invoke some of your spectral magic to
along the spines of whoever should find themselves against allow two of your allies to reposition. As a bonus action you
them. may spend 1 beat point to allow two allies within 30 feet of
you who can see or hear you and within 15 feet of one
Specter of the Symphony another to magically swap places with one another
Beginning when you select this subclass at 3rd level, the
magic of your symphony can manifest in the form of spectral Haunting Duet
double. When you begin your symphony you may summon a At 6th level, your double can weave magic in turn with you to
spectral double within 30 feet of you. The double is a ghostly form a deadly duet. When you cast a cantrip targeting a
translucent image of you that lasts until the symphony ends. single creature as an action while your symphony is active
and your double is summoned, you may cast the cantrip again
Your double has the same AC as you and if it has to make a originating from your double as a part of the same action,
saving throw it uses your saving throw bonus for the roll. If it though you may not target the same creature.
would take damage or recover hit points, you instead take
that damage or recover those hit points. It shares your Accelerando - Spirit Step
senses. It is the same size as you, and it occupies its space, By 10th level, your music allows your allies to temporarily
though other creatures may pass through it. On your turn you float through the air like ghosts. You and allies who can see
can command your double to move up to 30 feet in any and hear you within 30 feet of you gain a flying speed equal to
direction (no action required). If your double is ever more their movement speed until the end of their turn when rolling
than 60 feet from you at the end of your turn, it dissipates. initiative, in addition, if they are still in the air at the end of
their turn they float down to the ground harmlessly.
At the start of your turn you may choose whether your
symphony emanates from you or from your double
Whenever Deathless Symphony
you would cast a spell, you may have it originate from the At 14th level, your symphony allows you to play beyond your
double, using their senses and space to determine the range mortal limits. When you would be reduced to 0 hit points
and line of sight for the spell. You must still concentrate on while your double is summoned, you may choose to dismiss
any concentration spells cast through the double. your double and instead be reduced to 1 hit point, turning
In addition, you learn the Ghastly Dirge Maestro Movement. into a musical wraith and gaining the following benefits until
your symphony ends:
Ghastly Dirge
You gain temporary hit points equal to twice your maestro
When you or a friendly creature within your symphony scores level, these temporary hit points last until your symphony
a critical hit against a creature, that creature becomes ends.
frightened of their attacker until the end of their next turn. You gain resistance against bludgeoning, piercing, and
slashing damage
Ghostly Spells You may cast the spells granted by your ghostly spells
Starting at 3rd level, you learn additional spells when you feature without your double being summoned
reach certain levels in this class, as shown on the Ghostly You gain a flying speed equal to your movement speed
Spells table. Each of these spells counts as a maestro spell You may move through other creatures and objects as if
for you, but it doesn't count against the number of maestro they were difficult terrain. You take 1d10 force damage if
spells you know. you end your turn inside of a creature or object and are
To cast these spells, your spectral double must be summoned, shunted to the nearest open space.
in addition, the spells must originate from the double. Once you use this feature, you can’t use it again until you
Ghostly Spells finish a long rest.
Maestro Level Spells
3rd Cause Fear, Dissonant Whispers
5th Blindness/Deafness, Wither and Bloom
9th Bestow Curse, Vampiric Touch
13th Blight, Phantasmal Killer
17th Danse Macabre, Enervation
Movements Rapid Rhythm
Prerequisite: 5th level
Dancing Rhythm You and other friendly creatures who start their turn within
Hostile creatures have disadvantage on opportunity attacks your symphony have their movement speed increased by 10
made against you or other friendly creatures within your feet.
symphony.
Restorative Hymn
Focusing Chorus Once per turn, whenever you or another friendly creature
Prerequisite: 5th level within your symphony would gain hit points, they gain an
You and other friendly creatures within your symphony additional 1d4 hit points.
gain advantage on Charisma, Intelligence, and Wisdom skill
checks. Shadowy Chant
You and other friendly creatures within your symphony can
Guarding Lyric see in dim light within 30 feet of them as if it were bright
You and other friendly creatures within your symphony gain a light, and in darkness as if it were dim light. They can't
bonus to their Saving Throws equal to half your proficiency discern color in darkness, only shades of gray.
bonus, rounded down.
Shielding Hymn
Guiding Melody Prerequisite: 7th level
You and other friendly creatures within your symphony gain a You and other friendly creatures within your symphony
bonus to attack rolls equal to half your proficiency bonus, gain a bonus to their AC equal to a third of your proficiency
rounded down. bonus, rounded down.
Honing Chorus Shifting Rhythm
Prerequisite: 5th level Prerequisite: 5th level
You and other friendly creatures within your symphony At the start of their turn, you and other friendly creatures
gain advantage on Dexterity, Constitution, and Strength skill within your symphony may move 5 feet without provoking an
checks. opportunity attack as a free action.
Keen Tune Striking Tune
Prerequisite: 17th level You and other friendly creatures within your symphony gain a
You and other friendly creatures within your symphony bonus to their damage rolls equal to half your proficiency
score a critical hit with weapon attacks on a roll of 19 or 20. bonus, rounded down.
Marching Rhythm Unbreaking Lyric
You and other friendly creatures within your symphony are Prerequisite: 9th level
unaffected by difficult terrain. Once per round, whenever you or another friendly creature
within your symphony would be hit with a critical hit, it
Observant Chant becomes a normal hit instead.
Prerequisite: 7th level
You and other friendly creatures within your symphony Vigilant Melody
gain blindsight with a range of 10 feet. Within that range, You and other friendly creatures within your symphony have
they can effectively see anything that isn't behind total cover, advantage on opportunity attacks.
even if they're blinded or in darkness. Moreover, they can see
an invisible creature within that range, unless the creature Waking Round
successfully hides from them. Prerequisite: 6th level
You and other friendly creatures within your symphony
Piercing Tune gain advantage on Saving Throws against being Frightened
Prerequisite: 5th level or Charmed. In addition, whenever a friendly creature ends
Attacks made by you or other friendly creatures within your their turn within your symphony while affected by the
symphony count as magical for the sake of overcoming Frightened or Charmed condition, they may make another
damage resistance. saving throw against the effect.
Radiant Hymn Warding Lyric
Whenever you or another friendly creature within your Prerequisite: 9th level
symphony casts a spell of 1st level or higher that restores hit When you learn this Movement, select a damage type: acid,
points, they regain hit points equal to twice the level of the cold, fire, lightning, or thunder. You and other friendly
spell cast. creatures within your symphony gain resistance to the
chosen damage type.
Maestro Spells
Cantrips Heroism Nathair’s Mischief 4th Level
Dancing Lights Identify Phantasmal Force Charm Monster
Friends Longstrider Pyrotechnics Compulsion
Light Recoiling Touch Roaring Applause Confusion
Mage Hand Silent Image See Invisibility Echoblast
Mending Sleep Shatter Freedom of Movement
Message Staunch Wounds Silence Greater Invisibility
Mind Sliver Tasha’s Hideous Laughter Skywrite Hallucinatory Terrain
Minor Illusion Thunderwave Suggestion Phantasmal Killer
Prestidigitation Unseen Servant Vortex Warp Raulothim’s Psychic Lance
Resonance Unbreaking Spirit
Sonar Blade 2nd Level 3rd Level
Thunderclap Aid Dispel Magic 5th Level
Vicious Mockery Blindness/Deafness Enemies Abound Animate Objects
Bolstering Word Fast Friends Dream
1st Level Calm Emotions Fear Greater Restoration
Charm Person Crown of Madness Hypnotic Pattern Mass Cure Wounds
Color Spray Detect Thoughts Leomund’s Tiny Hut Mislead
Command Enhance Ability Major Image Modify Memory
Comprehend Languages Enlarge/Reduce Mass Healing Word Overload
Cure Wounds Enthral Motivational Speech Rary’s Telepathic Bond
Detect Magic Gift of Gab Sending Scrying
Disguise Self Hold Person Tongues Seeming
Dissonant Whispers Invisibility Thunder Step Skill Empowerment
Faerie Fire Lesser Restoration Waking Glow Sound Barrier
Healing Word Magic Mouth Zemine’s Thunder Arrow Synaptic Static
Mirror Image
Maestro Specific Spells Sonar Blade
Evocation Cantrip
Resonance
Evocation Cantrip Casting Time: 1 action
Range: 15 feet
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Instantaneous
Components: V, S, M (a tuning fork)
Duration: 1 round With a whistle you call blades of sound to strike at a creature
in range. Make a melee spell attack against the target. On a
Sonorous energy surrounds a creature of your choice in hit, the target takes 1d10 thunder damage.
range, forming a fragile but volatile aura around them. The
target must make a constitution saving throw. On a failed At Higher Levels. The spell creates more than one blade
save they become surrounded in thunderous energy until the when you reach higher levels: two blades at 5th level, three
start of your next turn. If the target is hit by an attack before blades at 11th level, and four blades at 17th level. You can
then, the target takes 1d12 thunder damage, and the spell direct the blades at the same target or at different ones. Make
ends. a separate attack roll for each blade.
At Higher Levels. This spell’s damage increases by 1d12
when you reach 5th level (2d12), 11th level (3d12), and 17th
level (4d12)
Recoiling Touch Roaring Applause
1st-level evocation 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S Components: V, S, M (A rose)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You reach out toward a target in range and attempt to send A creature of your choice that you can see within range is
them hurtling with a blast of thunder. Make a melee spell compelled to give you a magically enhanced standing ovation.
attack against a creature you can reach. On a hit, the target The target must succeed on a wisdom saving throw, on a
takes 2d8 thunder damage and is pushed 10 feet away from failure the creature begins clapping, applauding, or otherwise
you. Hit or miss, you are then pushed 10 feet away from the cheering. A creature with an Intelligence score of 4 or less
target. isn’t affected.
At Higher Levels. When you cast this spell using a slot of An affected creature spends their full turn cheering, unable to
2nd level or higher, the damage increases by 1d8 for each slot take any other actions or move. In addition, other creatures
level above 1st. who start their turn within 10 feet of the affected creature
must make a constitution saving throw, taking 2d8 thunder
Staunch Wounds damage on a failed save.
1st-level evocation
Casting Time: 1 action At the end of each of its turns, and each time it takes damage,
Range: Touch the target can make another Wisdom saving throw. The
Components: S, M (A small strip of cloth and adhesive) target has advantage on the saving throw if it’s triggered by
Duration: Instantaneous damage. On a success, the spell ends.
A creature you touch regains a number of hit points equal to Waking Glow
1d6 + your spellcasting ability modifier. If the creature has 3rd-level evocation
less than half their hit points remaining, they regain an Casting Time: 1 action
additional 1d6 hit points. Range: Touch
This spell has no effect on undead or constructs. Target: A creature you touch
Components: V, S
At Higher Levels. When you cast this spell using a slot of Duration: Instantaneous
2nd level or higher, the Healing increases by 1d6 and the A creature you touch regains a number of hit points equal to
additional healing increases by 1d6 for each slot level above 3d6 + your spellcasting ability modifier. If the creature was
1st. unconscious, they wake up and may stand up and make one
weapon attack against a creature of their choice as a reaction.
Bolstering Word
2nd-level evocation At Higher Levels. When you cast this spell using a spell slot
Casting Time: 1 action of 4th level or higher, the Healing increases by 1d6 for each
Range: 10 feet slot level above 3rd.
Components: V
Duration: Instantaneous
With a restorative word you bolster the health of allies near
you. Other creatures of your choice within range regain a
number of hit points equal to 1d6 + your spellcasting ability
modifier.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the Healing increases by 1d6 for each
slot level above 2nd.
Zemine's Thunder Arrow Overload
3rd-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Touch
Components: V Components: V, S
Duration: Instantaneous Duration: Instantaneous.
You let loose a projectile of pure sonic energy at a creature of You reach toward a creature, attempting to overload them
your choice within range. Make a ranged spell attack against with an overwhelming burst of noise. Make a melee spell
the target. On a hit, the target takes 4d8 thunder damage and attack against the target. On a hit they take 10d6 thunder
is pushed 15 feet away from you. Hit or miss, the projectile damage and are deafened for 1 hour, in addition the creature
then explodes. All other creatures within 10 feet of where the must make a constitution saving throw, becoming stunned
projectile exploded must make a Constitution saving throw. until the end of their next turn on a failed save.
On a failure they take 4d8 thunder damage and are pushed
10 feet away. On a success they take half as much damage Sound Barrier
and aren’t pushed. 5th-level abjuration
At Higher Levels. When you cast this spell using a spell slot Casting Time: 1 action
of 4th level or higher, the thunder damage of the initial attack Range: Self
and the explosion increases by 1d8 for each slot level above Components: V, S
1st. Duration: Concentration, up to 1 minute.
You enshroud yourself with a barrier of tightly packed sound,
Echoblast using it to send nearby attackers tumbling away. When a
4th-level evocation creature within 10 feet of you makes an attack roll against
Casting Time: 1 action you, you may use your reaction to force them to make a
Range: 100 feet Constitution saving throw. On a failed save the creature takes
Components: V, S 5d10 thunder damage and is pushed 20 feet away from you.
Duration: Concentration, up to 3 rounds On successful save the creature takes half as much damage
and isn’t pushed.
A mote of sonorous energy forms at a point of your choice
within range. When you cast this spell, and at the start of your
following turns, the mote lets loose a burst of energy within a
20-foot radius. Creatures within the radius must make a
constitution saving throw, taking 5d8 thunder damage on a
failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.
Unbreaking Spirit
4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute.
You inspire and empower the spirit of up to three other
creatures of your choice within range. The chosen creatures
gain 3d6 + your spellcasting ability modifier temporary hit
points for the duration.
While a creature has these temporary hit points, they have
resistance to bludgeoning, piercing, and slashing damage,
and are immune to the frightened condition.
Credits
Cover formatting from: Homebrewery Formatting Guide by
/u/Aerondrake
Fonts from: Unearthed Arcana Google Drive
Watercolor Stains by: /u/flamableconcrete
Subclass by: /u/ItSkeley

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