Harmonic Duelist (5e Subclass)

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Harmonic Duelist[edit]

Fighter Subclass

“The blade sings, the bow weeps, and the world listens.”

Fighters of the Harmonic Duelist archetype have honed music not as performance, but as a weapon. Whether wielding a lute like a club or playing war anthems mid-battle, these warriors channel sonic control through exceptional martial discipline. Outside combat, their deep connection to melody allows them to soothe hearts, recall legends, or disrupt tension with a single note.

Tenets of the Martial Virtuoso

While not bound by divine oaths, most Virtuosos live by a few guiding principles:

  • Discipline in Motion. Each swing and song should serve a purpose.
  • Harmony in War. Even in chaos, music brings rhythm to combat.
  • Stories Are Weapons. A well-timed ballad can move armies as surely as a blade.
Virtuoso's Instrument (3rd level)

At 3rd level, you gain proficiency with one musical instrument of your choice. You may choose one of the following instrument types, which also determines your Virtuoso Style:

  • Stringed (e.g., lute, violin): Subtle, haunting melodies — adds finesse. Improvised weapon damage is 1d6 slashing.
  • Percussion (e.g., drum): Thunderous war-beats — adds blunt impact. Improvised weapon damage is 1d6 bludgeoning.
  • Wind (e.g., flute, horn): Uplifting, commanding — bolsters allies. Improvised weapon damage is 1d6 piercing.

When wielding your chosen instrument, you can use it as an improvised weapon dealing the damage type above. You can also use it as a spellcasting focus for Bard spells if multiclassed.

Combat Cadence (3rd level)

You learn to imbue your strikes with rhythmic force. Once per turn when you take the Attack action, you may replace one weapon attack with a Combat Flourish. You have a number of Flourishes equal to your proficiency bonus. You regain all uses after a long rest.

Choose from the following Flourishes:

  • Rallying Beat: A friendly creature within 30 feet who can hear you gains temporary hit points equal to your proficiency bonus.
  • Dissonant Slam: The target of your attack must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on their next attack roll.
  • Harmonic Step: After the attack, you or an ally within 15 feet may move up to 10 feet without provoking opportunity attacks.
Song for All Seasons (7th level)

You learn to perform short songs with mechanical effects. You can play a Performance Melody during a short rest or downtime that lasts at least 10 minutes. You can have up to two melodies active at once, and each lasts until your next long rest.

Choose from the following melodies:

  • Ballad of Valor: All allies regain 1d6 additional hit points during a Short Rest.
  • Tune of Focus: You and one ally have advantage on the next Intelligence or Wisdom check made within the next hour.
  • Lament of the Fallen: You perform this song over a fallen creature; it counts as casting *Gentle Repose*. This melody can be used once per long rest.
Encore Attacks (10th level)

When you use your Action Surge, you may also perform one Combat Flourish as part of that surge without expending a flourish use. If you do, choose one:

  • Increase the temporary hit points granted by Rallying Beat by 1d6.
  • Automatically succeed the saving throw against Dissonant Slam.
  • Allow the Harmonic Step target to Dash instead of move 10 feet.
Signature Performance (15th level)

You learn to perform a Signature Performance once per long rest — a powerful battle hymn or instrumental display. Choose one when you gain this feature:

  • Symphony of Steel: For 1 minute, when you hit with a weapon attack, you deal an extra 1d8 thunder damage. Allies who strike the same target deal +1d4 damage.
  • Dirge of the Fallen: Enemies within 30 feet who fail a Wisdom saving throw are frightened of you until the end of their next turn. Allies gain advantage on death saving throws while within the aura.
  • Ode of Clarity: You and allies within 30 feet are immune to being charmed or frightened for 1 minute and can’t be surprised.
Master of Strings and Steel (18th level)

Your Flourishes now recharge on a short rest. Additionally, whenever you use Second Wind, you may immediately perform one Song for All Seasons melody as a free action.

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