Bonded Musician (5e Class)
Bonded Musician
Introduction
You past is a haunted one. It was filled with anguish, anger, pain. So much so your only way out was to to literally make a pact with a Devil. The request of your pact is up to you. Do you forget the memories causing your night terrors? Do you finally have the strength to destroy your enemies? Or may be even regain your a long lost sanity. However, the terms of the pact are up to the devil. What will the Devil request I wonder? You know the Devil is in the details, bwah...ha...ha. You have been granted a great power. Bardic in appearance but sinister in nature. Rock On or play that sinister tune and we will see what the evening will entail.
Creating a Bonded Musician
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Quick Build You can make a Bonded Musician quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Bonded Musician you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Bonded Musician level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bonded Musician level after 1st
- Proficiencies
Armor: Light
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma and Dexterity
Skills: Pick 3 from acrobatics, athletics, deception, insight, intimidation, perception, performance, persuasion, stealth, survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) rapier or (b) shortsword or (c) and simple weapon
- (a) shortbow with 20 arrows or (b) hand crossbow with 20 bolts or (c) 20 throwing knives
- (a) explorer's pack or (b) diplomat's pack or (c) entertainer's pack
- (a) dagger, travelers clothes, and one musical instrument or (b) {{{item4b}}}
- If you are using starting wealth, you have 5d4 x 10gp in funds.
Level | Proficiency Bonus | Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Spell Casting, Musician's Defense, Ballad of Blood | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Dice of the Pact (d4) | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Bond Feature, Forte | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Fortissimo | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Dice of the Pact (d6) | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Dice of the Pact (d10) | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Dice of the Pact (d12) | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
At first level, you learned how to channel the power of your spells by the sound of your voice and music.
- Cantrips
You know three cantrips of your choice from the bard or sorcerer spell list. You learn additional bard and/or sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.
- Preparing and Casting Spells
The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long or short rest.
- Spellcasting Ability
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. You use your Charisma modifier when setting the saving throw DC for a bard/sorcerer 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
Musician's Defense
At first level, while you are wearing no armor and not wielding a shield, your AC is 10 + Charisma modifier + Dexterity Modifier. You may also add your class level to saves against deafen effects and have resistance to thunder damage.
Ballad of Blood
Ballad of Blood is a unique cantrip only able to be used by a Bonded Musician.
You begin to play a song, a song birthed from the melding of your natural bardic magic and power of the devils pact. The song charms the ears, the hearts, and the minds of those who hear it. All targets within a 20ft radius who can hear the music must make a CHA saving throw or be considered Charmed. Charmed targets cannot attack the caster and are entranced in watching the performance. If a target makes the saving throw the target is immune from the Charm effect for 24 hours; however, the target is not aware that they were charmed. For each round the spell is activated all targets charmed by the spell take 1d4 psychic damage + CHA modifier. Targets damaged in this way do not remove the charmed effect. If the player stops playing the Balled for any reason (loss of concentration, knocked unconscious, is muted, ect) the effects of the spell end immediately
At first level the Ballad of Blood has three verses. At the beginning of your turn if the Ballad of Blood is active and uninterrupted you can choose to move onto the next verse as a bonus action. Continuing to play the Ballad of Blood consumes your action. Each additional verse deals an additional damage die (i.e. verse 1 deals 1d4 psychic damage, verse 2 deals 2d4 psychic damage, verse three deals 3d4 psychic damage). The damage die increases to a D6 at LVL 5, D8at LVL 9, D10 at LVL 13, and D12 at LVL 17.
Pact Dice
At second level, your charismatic powers can help with your allies. You gain a number of Pact Dice (a d4) equal to half your charisma modifier (rounded down) plus your proficiency bonus. This die + your charisma modifier can be added to a creatures d20 roll that is within 30ft from you. You can give someone one of these die using an action and remains with them for 1 minute per level. At 8th level, Pact Dice can be given as a bonus action or as a reaction. Unused Pact Dice go to waste and are lost. The creature can wait until after it rolls the d20 before deciding to use the Pact Dice, but must decide before the DM says whether the roll succeeds or fails.
You regain any expended uses when you finish a long rest. Your Pact Dice changes when you reach certain levels in this class. The die becomes a d6 at 6th level, a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.
Forte
At third level the strength of your bond has grown. The area of effect for Ballad of Blood increases to 40ft radius. Due to the stronger bond, you can choose to take on a physical attribute of your bonded devil as a bonus action. If you choose to activate this ability all targets within the radius who can see you must make a Charisma saving throw or be considered Frightened. If the target was charmed and additionally frightened, then the damage taken from Ballad of Blood is doubled. If the target was not charmed or broke free of the charmed and was then frightened, the target takes the psychic damage based on the number of rounds the spell has been active. Damage taken this way does not negate the Charmed or Frightened status effect.
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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 with the exception of charisma which can't be increased above 24 using this feature.
Fortissimo
At fifth level you know how to use your chords and notes manipulate those around you. Those currently under a status effect from Ballad of Blood make future saving throws originating from Ballad of Blood at disadvantage.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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