Maestro (5e Subclass)

From D&D Wiki

(Redirected from Maestro (5e Archetype))
Jump to: navigation, search

Maestro (Song-touched Sorcerous Origin)[edit]

The spiritual power of art and song runs strongly through your veins.

This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a less savory heritage, such as from a harpy, siren, satyr or a forefather driven to madness by the disquieting gibbering of a shoggoth. However it came to be, your origin’s artistic bent shows itself strongly in your magic.

Musical Aptitude[edit]

At the 1st level, you gain proficiency in Performance and two musical instruments. When you make ability checks with that skill or those instruments, you may double your proficiency bonus. You may treat a musical instrument with which you have proficiency as an arcane focus when you cast a sorcerer spell.

Song's Splendor[edit]

You gain access to any bard spells not on your sorcerer spell list, as long as they are of enchantment school of magic. They are sorcerer spells for you. At the 6th level, one such spell may be from any school of magic. At the 14th level, this increases to 2 spells. At the 18th level, to 3 spells.

Master's Song[edit]

At the 6th level, you gain the ability to utilize your musical gifts to create a powerful and magical song. As an action, you may spend 2 Sorcery Points and perform a short song or series of chords that affects creatures of your choice within a 30 ft radius, and they must be able to hear you.

Affected creatures friendly to you gain an amount of temporary HP equal to 1d8 + your Charisma modifier.

Affected hostile creatures must roll a Charisma saving throw against your Sorcerer Spell Save DC as their willpower is tested by honeyed song. On a failure, they take 4d8 psychic damage and are frightened or charmed (your choice for all such creatures) for 1 minute. They may repeat the save at the end of each of their turns while affected, ending the effect on a success.

You may spend additional sorcery points (up to a total of 6 SP). For each additional SP spent beyond 2, you add 1d8 to the Temporary HP and damage dealt by this feature. This ability can be manipulated by your metamagics as though you were casting a spell equal to the amount of sorcery points spent using this feature.

Potent Chord[edit]

Starting at 14th level, you may add your Charisma modifier to the damage of spells you cast that deal thunder or psychic damage, including the damage dealt by your Master's Song Feature.

Magnum Opus[edit]

At level 18, you roll d10s when you use your Master's Song feature, and you gain the benefits granted to allied creatures if you can hear your song.

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!