Minstral (5e Class)
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- 1 Minstrel
- 1.1 Introduction
- 1.2 Creating a Minstrel
- 1.3 Class Features
- 1.4 Musician Arts
- 1.5 Dancer Arts
- 1.6 Spell List
- 1.7 Multiclassing
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From jesters to poet, dancers to musicians. Their occupations maybe be very different, but the practicing of any of these arts is what makes a minstrel. They are known for entertaining masses from the kings in the highest of kingdoms to the poorest of peasants.
Minstrels are typically very quick when it comes to their wit and movement. Some of the more charismatic Minstrels become preachers or charming virtuoso's, while the more agile become dancers and gladiators. Minstrels are also known for their supportive efforts in keeping morale high and empowering others, wherever it be in the battlefield or in the most oppressed areas of society.
Creating a Minstrel
Minstrels have all started from somewhere to learn their chosen art. What inspired your character to become a minstrel? Was it from a fellow performer? Was it from out of desperation? Or for fame and fortune? Perhaps you attained your talent from magical means? or were taught from an expert in your chosen field?
Has your character always had a knack for adventuring? were they bored of preforming for the same audience? maybe they might want to expand or create a following of some sort? or even to see what is beyond the current life that they live?
- Quick Build
You can make a Minstrel quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background. Third, choose the 1st level spells Faerie Fire and Dissonant Whispers
- Skill Varient
Alternatively, if the campaign you are playing decides to use the Dungeon Master's guide ability check proficiency rule, You can choose to be proficient in Dexterity or Charisma Ability Checks.
As a Minstrel you gain the following class features.
- Hit Points
Armor: Light Armor, Shields
Weapons: Simple weapons, Shortsword, Longsword, Rapier, Scimitar
Tools: one music instrument of choice
Saving Throws: dexterity, charisma
Skills: Pick 2 from acrobatics, deception, intimidation, perception, performance, persuasion, stealth, survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword or (c) any simple melee weapon
- (a) a shield or (b) a shortsword or (c) any simple weapon
- (a) explorers pack or (b) diplomat's pack or (c) entertainer's pack
- leather armor, a dagger and one music instrument
- If you are using starting wealth, you have 4d4 in funds.
|Features||Speed Bonus||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Minstrel Dice (d4), Dash Strike, Speed Bonus||+5||—||—||—||—||—||—|
|2nd||+2||Support Orbit, Spellcasting||+5||2||2||—||—||—||—|
|3rd||+2||Minstrel Arts Feature, Baton Pass||+5||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||+5||3||3||—||—||—||—|
|5th||+3||Font of Inspiration||+5||4||4||2||—||—||—|
|6th||+3||Minstrel Dice (d6)||+5||4||4||2||—||—||—|
|7th||+3||Minstrel Arts Feature||+5||5||4||3||—||—||—|
|8th||+3||Ability Score Improvement||+10||5||4||3||—||—||—|
|10th||+4||Minstrel Dice (d8)||+10||6||4||3||2||—||—|
|11th||+4||Minstrel Arts Feature||+10||7||4||3||3||—||—|
|12th||+4||Ability Score Improvement, Muligan||+10||7||4||3||3||—||—|
|14th||+5||Minstrel Dice (d10)||+10||8||4||3||3||1||—|
|15th||+5||Minstrel Arts Feature||+15||9||4||3||3||2||—|
|16th||+5||Ability Score Improvement||+15||9||4||3||3||2||—|
|18th||+6||Minstrel Dice (d12)||+15||10||4||3||3||3||1|
|19th||+6||Ability Score Improvement||+15||11||4||3||3||3||2|
Starting at level 1st, your charismatic powers can help with your allies. You gain a number of Minstrel dice (a d4) equal to you charisma modifier. This dice + your charisma modifier can be added to a creatures ability check, save throw or attack roll that is within 60ft from you. You can give someone one of these Die using a Bonus Action
The creature can wait until after it rolls the d20 before deciding to use the Minstrel 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 Minstrel 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.
At level 1st, your fleeting speed can aid your weapon attacks. While you are moving on your turn, you can make one melee attack when passing an enemy as a bonus action. you can use this ability at any point when using you have used 5ft of your movement speed and this attack does not provoke opportunity attack. You can use this ability once per turn.
Also at Level 1st, your speed makes you a useful skirmisher in the field of combat. Your speed increases by 5 feet and increases by another 5 feet at levels 8th and 15th.
Starting at level 2nd, you can create an aura center around you to strengthen you allies. Using a bonus action you can cast an orbit or your aura within 10ft of you that adds your proficiency bonus to any creatures skill check, attack roll or saving throw to anyone within the aura you choose for 1 minute. You can use this ability equal to your half your charisma modifier before regaining all uses after a short or long rest.
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and artistic flare. Your spells are part of your vast repertoire, magic that you can tune to different situations.
- Spell Slots
The Minstrel 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 rest.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Minstrel
The Spells Known column of the Minstrel table shows when you learn more Minstrel spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Minstrel spells you know and replace it with another spell from the Minstrel spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Minstrel spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Minstrel 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
- Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your Minstrel spells.
Minstrel Arts Feature
At 3rd level, you begin to wield your chosen minstrel art, such as the musician arts. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.
Also at level 3rd, your spells can be carried over to anyone who needs them the most. Any spell that targets the spellcaster can be casted on a willing creature instead. The creature must be touched to transfer the spells energy.
Ability Score Increase
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
Font of Inspiration
At 5th level, you regain all of your expended uses of Minstrel Dice when you finish a short rest, as well as a long rest.
At level 12th, Your support orbit can grant a creature a reroll that is within the support orbit. You can use this ability equal to your proficiency bonus.
At level 20th, your masterful support can help come over any obstacle. If you or a creature fails a saving throw, attack roll or ability check, you can choose to have that roll succeed instead. You can use this feature again after you finished a long rest.
From street performers to royal bands, musicians come from backgrounds of all types. Some have the ability to utilize their talents for music with spell casting to inspire their allies and audience members.
- Minstrel Melodies
Starting at level 3rd, You have learned to weave magic and music together to create a variety of effects. You gain 3 minstrel melodies from the list below. You can use this ability as many time equal to your charisma modifier and all melody have a range of 60ft. You can swap out your minstrel melodies after a long rest.
- Superior Orbit
At level 7th, Your powers in music and magic has extended the reach of your powers. Your support orbits radius is doubles to 20ft.
- Minstrel Melody improvement
At level 11th, you gain a 4 melody option.
When you reach level 15th, when you roll initiative and you have no melodies remaining. You gain 2 uses.
- Remedial Ballad
You play a beautiful melody that can revitalize wounded creatures. A creature of your choosing within range can gain temporary hp equal to your level + charisma mod.
- Pounding Riffing
You play a thunderous tune to strengthen your allies defense. A creature of your choice gain +2 to their ac for 1 minute.
This feature improves at level 7th for +3 ac and level 11th for +4 ac.
- Rally Song
A fast song plays that speeds up even the slowest of creatures. Up to 5 creatures gain +5 movement speed.
This feature improves at level 11th for +10 speed.
Your sweeping arpeggios can improve a creatures ability. You increase a creatures ability score by +1 for 1 minute.
This feature improves at level 7th for +2 and level 11th for +3.
- Thrashing Noise
You create a aggressive riff that pump up your allies to fight. Allies gain +2 to their attack rolls. This feature improves at level 7th for +3 and level 11th for +4.
- Technical Melody
You play a technical piece that challenges the listeners focus. Allies within range can add a +2 to skill rolls This feature improves at level 7th for +3 and level 11th for +4.
- Chords of Fortitude
The chords you play can empower a creature in need. One creature gains advantage on one type of saving throw of your choice for 1 minute.
- Tone of Redemption
Your quick playing can turn a bad situation around. If a creature rolls is below a 10. You can use your reaction to use this melody to reroll that roll with your charisma modifier added to the result.
- Tune of the Fey
You take a bewildered creature out of a trance and back to reality. You can cure a creature that is charmed.
- Enlightened Melody
Your uplifting song has healed a creatures senses If a creature has become blind or deaf, you can use this melody to cure the creatures blindness or deafness.
This melody has no effect on creatures that are already blind or deaf.
- Theme of Empowering
The Inspiring song that you play can make the fearful courageous. You can cure a creature that is frightened.
- Galloping Stride
You create a infectious sound that not even a stunned can't resist moving to. You cure a creature that is incapacitated, paralyzed or stunned.
- Resting Ambiance
A exhausted creature becomes revitalized from your relaxing sounds. You reduce a creatures level of exhaustion equal to your charisma modifier.
After witnessing a creature use a ability of theirs, you cheer on through a upbeat sound to see it all again. When a creature fails a attack roll, skill check or saving throw, you can allow the that creature to reroll that failed roll.
- Enchanting Resonance
You give some of your arcane power through sound to a creature of choice. If a creature you see uses a spell that missed its target or was dispelled before being used. You can use your reaction to restore that creatures wasted spell slot. The spell slot has to equal the same level of spells you can cast as a Minstral.
Virtuoso's of flow. Dancer tend to use their agility to make themselves dodge incoming attacks and their dancing prowess to rally their companions to give their all in the heat of combat.
- Dancers Charm
At level 3rd, your dancing can imbue anyone to take action. Using your Action, you can give an additional action to one ally of choice for their next turn that is within 60ft and can see you. You can use this ability as many time equal to charisma mod and all uses recharge after a long rest.
- Nimble Escape
Also at level 3rd, You can take the Disengage or Dash action as a bonus action on your turn.
- Uncanny Dodge
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Constant Motion
At level 11th, your nimble movements can slip you away from danger. You have advantage on dexterity saving throws as long as your not wearing armor heavier than 40 lbs.
- Elegant Counter
At level 15th, your masterful reflexes can counter any foe in hand to hand combat. Whenever you dodge a melee attack or use Uncanny Dodge, you can use your reaction to make a melee attack.
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st level: bane, charm person, cure wounds, detect magic, dissonant whispers, expeditious retreat, faerie fire, heroism, jump, longstrider, mage armor, protection from evil and good, thunderwave
- 2nd Level: aid, barkskin, cloud of daggers, darkvision, enhance ability, enlarge/reduce, lesser restoration, levitate, magic weapon, misty step, pass without trace, protection from poison, spider climb, warding bond
- 3rd Level: bestow curse, dispel magic, elemental weapon, feign death, gaseous form, haste, protection from energy, remove curse, slow, tongues, water breathing, water walk
- 4th Level: aura of life, beacon of hope, compulsion, death ward, freedom of movement, phantasmal killer, stoneskin
- 5th Level: bigby's hand, dispel evil and good, greater restoration, hold monster, scrying, swift quiver
- Additional Spells
- 1st level: Guiding Hand, Puppet, Sense Emotion, Sudden Awakening, Unearthly Chorus
- Elemental Evil Spells
- 2nd level: warding wind
- 3rd level: flame arrow
- 4th level: elemental bane
- 5th level: transmute rock
- Xanathar's Guide to Everything Spells
- 1st level: zephyr strike
- 2nd level: dragon's breath
- 4th level: charm monster
- UA Spells and Tattoo's
- 2nd Level: Summon Bestial Spirit
- 3rd Level: Spirit Shroud, Summon Fey Spirit,
- Acquisitions Incorporated
- 3rd level: Fast Friend, Motivational Speech
Dexterity 13 and Charisma 13
- Proficiencies Gained
Light Armor, Simple Weapons, One Musical Instrument of your Choices