Disciple of Music (3.5e Class)

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Disciple of Music[edit]

Starting early in life, a Disciple of Music studies hard, much like their bardic cousins they too learn magic to spontaneously cast magic and do so with their instrument of choice. They learn to master the very sound itself to cause harm or help depending on the verse they sing, even going so far as to make masterpieces that can stir even the souls of gods.

Making a Disciple of Music[edit]

Abilities: Charisma (For Class Features). Secondary stats are by personal choice.

Races: Any Humanoid

Alignment: Any Nonlawful

Starting Gold: 3d6x10 gp plus one Masterwork Instrument of the player's choosing appropriate for their size.

Starting Age: As Bard.

Table: The Disciple of Music

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day Instrument of Power
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Instrument of Power 5 3 1d6
2nd +1 +0 +3 +3 Mastered Notes 6 4 1d6
3rd +2 +1 +3 +3 6 5 1d6
4th +3 +1 +4 +4 Power Pool, Power Pool Performance, Stunning Music 6 6 3 1d8
5th +3 +1 +4 +4 Mastered Notes 6 6 4 1d8
6th +4 +2 +5 +5 Well Practiced Performance, Power Pool Performance 6 6 5 3 1d8
7th +5 +2 +5 +5 Staging 6 6 6 4 1d8
8th +6/+1 +2 +6 +6 Mastered Notes, Power Pool Performance 6 6 6 5 3 1d10
9th +6/+1 +3 +6 +6 6 6 6 6 4 1d10
10th +7/+2 +3 +7 +7 Power Pool Performance 6 6 6 6 5 3 1d10
11th +8/+3 +3 +7 +7 Mastered Notes 6 6 6 6 6 4 1d10
12th +9/+4 +4 +8 +8 Power Pool Performance 6 6 6 6 6 5 3 2d6
13th +9/+4 +4 +8 +8 6 6 6 6 6 6 4 2d6
14th +10/+5 +4 +9 +9 Mastered Notes, Power Pool Performance 6 6 6 6 6 6 5 3 2d6
15th +11/+6/+1 +5 +9 +9 6 6 6 6 6 6 6 4 2d6
16th +12/+7/+2 +5 +10 +10 Power Pool Performance 6 6 6 6 6 6 6 5 3 2d8
17th +12/+7/+2 +5 +10 +10 Mastered Notes 6 6 6 6 6 6 6 6 4 2d8
18th +13/+8/+3 +6 +11 +11 Power Pool Performance 6 6 6 6 6 6 6 6 5 3 2d8
19th +14/+9/+4 +6 +11 +11 Power Pool Performance 6 6 6 6 6 6 6 6 6 4 2d8
20th +15/+10/+5 +6 +12 +12 Maestro's Might, Mastered Notes 6 6 6 6 6 6 6 6 6 5 2d10

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Disciple of Music.

Weapon and Armor Proficiency: A Disciple of Music has proficiency in all simple and martial weapons. Disciples of Music are proficient with light armor and shields (except tower shields). A Disciple of Music can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Disciple of Music wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Disciple of Music still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A Disciple of Music casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). Every Disciple of Music spell has a verbal component (singing, reciting, or music).

To learn or cast a spell, a Disciple of Music must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Disciple of Music’s spell is 10 + the spell level + the Disciple of Music’s Charisma modifier.

Like other spellcasters, a Disciple of Music can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Disciple of Music. In addition, he receives bonus spells per day if he has a high Charisma score.

A Disciple of Music’s selection of spells is extremely limited. A Disciple of Music begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Disciple of Music level, he gains one or more new spells, as indicated on Table: Disciple of Music Spells Known. (Unlike spells per day, the number of spells a Disciple of Music knows is not affected by his Charisma score; the numbers on Table: Disciple of Music Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Disciple of Music has gained some understanding of by study. The Disciple of Music can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered Disciple of Music level after that (6th, 8th, and so on), a Disciple of Music can choose to learn a new spell in place of one he already knows. In effect, the Disciple of Music "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Disciple of Music spell the sorcerer can cast. A Disciple of Music may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a Disciple of Music need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.


Table: Disciple of Music Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 2


Instrument of Power (Ex): Beginning at first level the Disciple of Music's masterwork instrument functions as a weapon with varying degrees of capabilities. This instrument is extremely important to the class and many of its capabilities. It is immune to damage of any kind, but in addition it cannot be enchanted or modified. If the Disciple of Music does not have this instrument for whatever reason, they cannot cast spells or use their Exalted Performance abilities. Their instrument of choice may be changed to another at any time, but doing so takes 24 hours of uninterrupted meditation and work, and the instrument in question must be masterwork. In any of the following class features, this Instrument of Power may simply be referred to as Instrument (in italics as shown).

Beginning at first level, the Disciple of music chooses one type of physical damage (bludgeoning, piercing, or slashing). If the Disciple of Music has a Charisma score of 20 or greater, they may select two types instead. This choice cannot be changed ever. This is the type of damage the instrument deals. The amount of damage is indicated on Table: The Disciple of Music under the Instrument of Power category, and the critical threat range is 19-20/x2. This damage, while at first level can be made only in melee range, at 5th level it can be made as a ranged attack with a distance of 60 feet. Wielding this weapon in melee range is treated as a melee weapon, just as wielding it to do damage at range is treated as a ranged weapon (and thus may provoke attacks of opportunity where appropriate). When used at range, the damage it causes is formed as an actual launched projectile appropriate to the type of damage (Bludgeoning and Piercing would be a bullet, bludgeoning alone would be a stone, piercing would be an arrow, ect;). The damage listed on the Table; Disciple of Music is for a medium creature. Adjust as needed.

At 10th level, damage dealt with this weapon is considered magical for the purposes of bypassing damage reduction. At 16th, it is treated as adamantine for the purposes of damage reduction. Both Magical and adamantine effects from this are considered Supernatural, so if subject to an anti-magic field they will not function, but the physical damage chosen at level 1 may still work.

Mastered Notes (Su): Starting at 2nd level, and every 3 levels thereafter (to a max of 7 at 20th), the Disciple of Music gains one Metamagic Feat. This choice cannot be undone. This Metamagic feat can only be used when you cast a spell that requires you to play from your Instrument, and only one may be used at a time in this manner, but if a Metamagic feat is taken normally as a feat instead they may be used at the same time if they allow for it in the description. You may not select Silent Spell with this feature.

Power Pool (Su): At 4th level, a Disciple of Music gains a pool of energy to power amazing performances with his Instrument. Even though this pool is supernatural, it does not disappear when subject to anti-magic fields or similar effects. The number of points in this pool are equal to 1/2 his Disciple of Music level + his Charisma modifier, and is replenished after 8 hours of rest or if affected by the effects of Restoration cast by another. At 4th level and each level as indicated on Table: The Disciple of Music thereafter, he may select one of the following performances. You must also meet the requirements (if any) to select each performance:

Countersong (Su): A Disciple of Music with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Disciple of Music (including the Disciple of Music himself) that is affected by a sonic or language-dependent magical attack may use the Disciple of Music’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Disciple of Music’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Disciple of Music may keep up the countersong for 10 rounds, costing 1 point per 2 rounds (minimum of 1 point).
Deadly Performance (Su): A Disciple of Music of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the Disciple of Music perform and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the Disciple of Music’s level + the Disciple of Music’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the Disciple of Music cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components. Costs 5 points.
Disruptive Sounds (Su): Duplicate the effects of the spell Antimagic Field. Costs 10 points. Use your Disciple of Music levels as your caster level.
Disruptive Performance (Su): As an immediate action if used with a ranged attack with his Instrument the Disciple of Music can spend 1 point to imbue his attack with a strange energy. This can be done any number of times with an attack, but the cost is cumulative (the first attack costs 1 point, the second 2, the third 3, and so on). If the attack is successful, the target's ki pool, grit points, and other similar ability now cost twice as much, and spells require a successful concentration check to be cast for 1 hour. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour each. Must be at least 10th level to select this performance.
Distraction (Su): A Disciple of Music can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Costs 1 point per round.
Elemental Infusion (Su): Select one type of energy (Such as acid, sonic, fire, ect;). By spending 2 points from your power pool, you may make a attack against a single target that deals 1d6 points of damage of that element per 2 levels of Disciple of Music you have.
Elemental Performance (Su): By spending 4 points from your power pool, you can unleash a gout of energy in a 30 foot cone, or 60 foot line. This energy is the same energy as you chose in Elemental Infusion. Creatures within the cone take 20d6 points of damage. A Reflex save (DC = 1/2 the Disciple of Music's level + 10 + his charisma modifier) halves the damage. Must be at least 16th level to select this and must have the Elemental Infusion performance.
Fascinate (Su): A Disciple of Music can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Disciple of Music, and capable of paying attention to him. The Disciple of Music must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Disciple of Music has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the Disciple of Music’s level + the Disciple of Music’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Disciple of Music cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the Disciple of Music continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Must be 6th level to use. Costs 1 point per 2 rounds.
Frightening Tune (Sp): A Disciple of Music of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the Disciple of Music’s level + the Disciple of Music’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components. Costs 1 point per creature effected.
Inspire Competence (Su): A Disciple of Music of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Disciple of Music. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the Disciple of Music’s performance. This bonus increases by +1 for every four levels the Disciple of Music has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). A Disciple of Music can't inspire competence in himself. inspire competence relies on audible components. Lasts for 1 round per Disciple of Music level you have, and costs 1 point per use and ally effected.
Masterful Strum (Su): A Disciple of Music with this ability can spend 2 points as an immediate action to give another ally within 30 feet a surge of music inspired competence and courage to prevent disaster. If the ally can hear the Disciple of Music, she can reroll a single attack or saving throw. The ally must take the second result, even if it is worse. Must be at least 8th level to select this performance. Costs 1 point per ally.
Rift (Sp): You can duplicate the following spells at the indicated level, as well as those lower then what you have unlocked.
Level 4: Shatter Costs 1 point.
Level 6: Sound Burst Costs 2 points.
Level 8: Shout Costs 3 points.
Level 13: Greater Shout Costs 4 points.
Level 19: Wail of the Banshee Costs 5 points.
Soothing Performance (Su): A Disciple of Music of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the Disciple of Music's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. The targets must be able to see and hear the Disciple of Music throughout the performance. Soothing performance relies on audible and visual components. Costs 4 points, plus one per creature effected.
Masterpiece: In place of any of the listed abilities above, you can instead choose to create a masterpiece. Creating a masterpiece requires at least 1 day of uninterrupted work and study. Follow the below rules for creating a masterpiece. Masterpieces should generally be no more powerful than a cleric or sorcerer/wizard spell available to a caster of the same level as the minimum level needed to select the masterpiece (a masterpiece requiring 7 ranks in Perform requires a 10th-level Disciple of Music, and thus should not be more powerful than a 5th-level cleric or sorcerer/wizard spell). All masterpieces made in this manner have a minimum skill level in Perform for this reason.
Prerequisites: Like feats, masterpieces have prerequisites that a Disciple of Music must meet in order to learn them. Only Disciples of Music may learn masterpieces.
Cost: The cost of the Masterpiece performed is always equal to the spell level of the spell you are duplicating.
Effect: This brief description summarizes what occurs when a Disciple of Music performs the masterpiece. Unless otherwise stated, a masterpiece's effects are supernatural. Unwilling creatures may attempt a Will save against the effect of a masterpiece; the save DC for masterpieces is equal to 10 + 1/2 the Disciple of Music's level + the Disciple of Music's Charisma bonus. Masterpieces that duplicate spells use the Disciple of Music's caster level for the spell's caster level.
Use: This line specifies how the masterpiece is used. Generally this is as the spell instructs. Cast times still apply as normal as well as material component costs.
Action: This line indicates the type of perform check needed for the masterpiece, usually being based on the spell (for example, a spell that gives you a move speed would be based on a Perform (Dance) check). Metamagic feats do not apply to Masterpieces.

Stunning Music (Ex): At 4th level, the monk may attempt a Stunning Music attack a number of times per day equal to his Disciple of Music level, plus his Charisma modifier. This attack forces those hit by your Instrument from a ranged attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your charisma modifier), in addition to dealing normal damage. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held and can't take any actions, loses any dexterity bonus to AC, and takes a -2 penalty to AC. This cannot be done more than once per round.

In addition, at 6th level, 8th level, and every 4 levels thereafter, the Disciple of Music gains the ability to apply a new condition to the target of his Stunning Music. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 6th Level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.

Well Practiced Performance: At 6th level, you may add half your class levels to your perform checks, and you automatically gain Skill Focus (Perform). You may select only one type of perform with this feat.

Staging: At 7th level, a Disciple of Music is familiar as to where they are at all times relative to how and where they should play their music, as well as knowing the best way to navigate it. The Disciple of Music no longer takes penalties for rough terrain, and gains a bonus to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sense Motive, Tumble, and Use Rope equal to their Charisma modifier.

Maestro's Might (Su): At 20th level you gain immunity to sonic damage and language-dependent skills. In addition, you may select one metamagic feat you gained through the Mastered Notes class feature. That Metamagic feat no longer increases the casting time or spell slot required for its use, but otherwise still functions as normal.

Ex-Disciples of Music[edit]

Should you become any lawful, you do not lose any class features or abilities, but you are unable to take more levels in this class.

Campaign Information[edit]

Playing a Disciple of Music[edit]

Religion: While no specifics are ever followed, it is not uncommon for a Disciple of Music to follow gods of music, indulgence, travel, or other bard-like beliefs.

Other Classes: Most other classes will see and treat this class in much the same manner as a bard.

Combat: Melee or Ranged support is the most often filled role for this class.

Advancement: Dragon Disciple is a nice physical boost for these combatants in later levels, and the bonus spell casting from taking such a class is beneficial as well.

Disciples of Music in the World[edit]

While the bard and paladins retain their petty oral squabbles, the power of music, and occasionally a bit of force, speaks to all at the very soul of their being.
—Sirona, Human Disciple of Music

Daily Life: Typically, a Disciple of Music is found practicing their crafts, honing their performances, and singing their songs for all to hear.

Notables: Sirona- A well identified figure of this class, known for her words to have moved the gods themselves and even bring back the dead.

Organizations: No formal organizations are found for this class, but it is not uncommon to find them in many of the same places as rogues and bards.

Disciple of Music Lore[edit]

Characters with ranks in Knowledge (Arcana) can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 These musicians are the stronger spell oriented version of a bard.
10 They have a unique weapon that doubles as their instrument.
15 These performers have studied the longest and hardest to be able to perform as well as they do, having music that seems to even be magical.
20 Weather by practice or power, the spells casts by these masterful musicians can be strong as any sorcerer.
25 Information on Sirona and information available by choice.

Disciples of Music in the Game[edit]

Adaptation: While it isn't so much a variation on the abilities, names for different Disciples can vary. Those who have the capacity to make bullets with their ranged Instrument attack may be called Guntarists (if they also happen to wield a guitar for an instrument). A Pan-Pipe user who has arrows or slashing damage could be called Snipe-pipers.


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