The Virtuoso Class

by aisudesu

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The Virtuoso

The
Virtuoso

A Tabaxi sways through the battlefield,
silks shimmer on her body like fine gold.
Her dance cuts through the air like the
blades gripped in her hands. With the lift
of a leg and the twist of her body, she
gashes the dragon whom stands on its
last legs. As it takes its last breath and
falls cold, she turns to her half broken party
and yells a cheer of victory.

The orc gasps for breathe in the frenzy of
the battle. Looking to the heavens, his song
coats the metal make of his great hammer.
As he takes a swing, the hammer flashes on
contact, emitting radiant light and searing into his
opponent. As the opponent staggers in pain, he presents
his holy symbol and utters divine words, readying for
another swing.

Her knowledge is power. A high-elf reaches out a hand, tracing the rune of fire before clasping hands and conjuring a fireball. She yells forward, emitting her conjuration toward her opponent as they scream and run in fear of such destruction. Walking forward, she appears through the flame and ash standing beside two fallen bodies, warm not of life but of fire.

These virtuosos, different as they may be, all display magic of song and skill of battle. More than just a person with a passion, a virtuoso seeks out their talent and practices it until fail, over and over again. They wish to become the best and to exude only confidence when performing their art.

Gifted With Skill

A virtuoso is defined as "a person highly skilled in music or another artistic pursuit". Much to this definition, virtuosos are those who find themselves with a gift of skill. For some, it can be expressed as their unparalleled magical knowledge or the flowing movements which they present in battle. For others, their gift of skill was granted by a divine being, calling them to complete a mission.

For every virtuoso, the art which they express shows itself not only in the tone of their music, but in the battles that they fight and the talents that they practice.

Artistic Fighters

There are many names that float around the varied worlds for those who wield both sword and song alike. Most commonly, they are referred to as Virtuosos; they are versatile fighters who meld the magic of song with the practiced art of battle. Even though a virtuoso can never be as great as a master of music like a bard, or a combat fanatic like a fighter, they choose to combine the two, creating an art form which is unique to them. This unique art is a versatile one, practiced specifically to conjoin with a virtuoso's gifted talent, whatever form is may present itself in. Whether that form may be of the holy sort or of pure knowledge. Whether it be a lively dance or the power of grim death, a virtuoso can blend it with their style of battle to a point of perfection.

Creating
your Virtuoso

When creating your virtuoso, there are a few things to consider. Most importantly, what does your virtuoso want out of life? Do they wish to be on gain knowledge on end in a study or carry out a mission from a deity? Do they wish to find the perfect dance or deceive even the greatest foe?

How did you come about to learn music? What is your reason for learning swordplay as well? Are you an old and worn out city guard, looking for peace in life? Are you a young bard, looking to add more action into your life? Finding your connection to both sword and song is what creates any good virtuoso.

Virtuoso Multiclassing

If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose virtuoso as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity and Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a virtuoso.

Proficiencies Gained. If virtuoso isn’t your initial class, here are the proficiencies you gain when you take your first level as a virtuoso: Light armor, medium armor, simple weapons, martial weapons, one skill of your choice, one musical instrument of your choice

Spell Slots. Add half your levels in the virtuoso class, rounded down, to the levels from other classes to determine your available spell slots.

The Virtuoso
Level ‎ PB ‎ Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Swordsong, Virtuous Expertise
2nd +2 Fighting Style, Spellcasting, Mystical Inspiration 2 2
3rd +2 Artistic Expression 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack, Swordsong (x3) 4 4 2
6th +3 Artistic Vision 4 4 2
7th +3 Expression Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Crescendo, Virtuous Expertise 6 4 3 2
11th +4 Expression Feature, Swordsong (x4) 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Tremorsense (10 feet) 8 4 3 3 1
15th +5 Expression Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 Swordsong (x5) 10 4 3 3 3 1
18th +6 Persistent Inspiration 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Superior Swordsong, Tremorsense (30 feet) 11 4 3 3 3 2

Class Features

Hit Points


  • Hit Dice: 1d10 per level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per virtuoso level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: One musical instrument of your choice

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose any three

Equipment

You start with the following equipment:

  • (a) studded leather armor or (b) scale mail armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an entertainer's pack or (b) an explorer's pack
  • a rapier and a musical instrument of your choice

Alternatively, you can roll 5d4 x 10 to buy your starting equipment

Quick Build

You can make a virtuoso quickly using these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the entertainer background.

Swordsong

You learn the fundamental art of Swordsinging. You can enter your swordsong as a bonus action, which lasts for 1 minute, and grants you the following benefits:

  • You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
  • You gain a +1 bonus to your Armor Class. This bonus increases to +2 at 7th level and to +3 at 14th level.
  • Any proficient weapon you hold counts as a musical instrument for the purpose of certain features.

Your swordsong ends early if you don heavy armor or are deafened, incapacitated, or knocked unconscious. You can also dismiss your swordsong as a bonus action.

You can enter your swordsong twice per long rest. You can enter your swordsong one additional time once you reach 5th level (3 times), 11th level (4 times), and at 17th level (5 times).

Virtuous Expertise

Your innate skill is unrivaled. At 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that skill. You also learn to speak, read, and write one additional language of your choice. Most often, a virtuoso will learn languages tied to where they pursue their artistic talents.

At 10th level, you select another skill you are proficient in to gain the benefits of this feature, and you learn to speak, read, and write another language of your choice.

Fighting Style

At 2nd level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.

Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

Archery

You gain a +2 bonus to attack rolls with ranged weapons.

Bardic Warrior

You learn two bard cantrips of your choice. They count as virtuoso spells for you, and Charisma is your spellcasting ability for them. When you gain a level in this class, you can replace one of these cantrips with another bard cantrip.

Classical Swordplay

While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon, adding a +2 bonus to the damage roll on hit.

Spellcasting

By 2nd level, you have learned to reshape reality through sheer skill and performance, much like a bard does.

Spell slots

The Virtuoso table shows how many spell slots you have to cast your virtuoso 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.

For example, if you know the spell charm person and have a 1st and 2nd-level spell slot, you can cast it using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the virtuoso spell list.

The Spells Known column of the Virtuoso table shows when you learn more virtuoso spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd-level.

When you gain a level, you can replace one of your virtuoso spells with another spell for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your virtuoso spells, as you project your magic as song. You use Charisma when a spell refers to your spellcasting ability, and when you set a saving throw DC or make an attack roll for a virtuoso spell.

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 virtuoso spells.

Mystical Inspiration

You learn to inspire others through your magic. Starting at 2nd level, you can expend a spell slot as a bonus action to inspire one creature within 30 feet of you who can hear you. The granted Mystical Inspiration die changes based on the level of the spell slot you expended, as indicated below.

Spell Slot Inspiration Die
1st-level d6
2nd-level d8
Spell Slot Inspiration Die
3rd-level d10
4th-level d12

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Mystical Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Mystical Inspiration die is rolled, it is lost. Whether Mystical or Bardic, a creature can only have one Inspiration die at a time.

Artistic Expression

At 3rd level, you choose an Artistic Expression which best represents how you wish to express your talent. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Expression Spells

Each Artistic Expression has a list of Expression Spells that you learn at the virtuoso levels noted in your Expression's description. These Expression Spells count as virtuoso spells for you, but they do not count against your total number of virtuoso spells known.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Artistic Vision

At 6th level, you learn to temporarily hone your artistic talent to overcome your foes. When you enter your swordsong, you can choose to bolster your song with creative insight (no action required). For the duration of your swordsong, your weapon attacks and spells ignore damage resistances and you have advantage against magical effects.

Once you use this feature you can't do so again until you finish a long rest.

Crescendo

At 10th level, you have begun to reshape your swordsong to produce harmful magic. You can add your Charisma modifier (minimum of +1) to the damage of your weapon attacks while you are swordsinging.

Additionally, your Swordsong can no longer end early due to you being deafened.

Tremorsense

You begin to sense vibrations around you. Starting at 14th level, you can pinpoint the location of all vibrations from within 10 feet of you, given that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense cannot be used to detect flying or incorporeal creatures.

At 20th level, the radius of this feature becomes 30 feet.

Persistent Inspiration

By 18th level, your Mystical Inspiration flourishes within your allies. When a creature rolls one of your Mystical Inspiration die and the result is a 1, the creature can reroll the die and must use the second result, even if it is a 1.

Superior Swordsong

At 20th level, the song within your body enhances your power. Your Dexterity and Charisma scores increase by 2. Your maximum for those scores is now 22.

Additionally, when you roll initiative, you can immediately enter your swordsong without expending a use of the feature.

Virtuoso Spell List

When you learn a virtuoso spell, consult the list below. It is organized by spell level, not character level. Spells noted with (HB) refer to homebrew spells, listed at the end of the class.

1st Level

animal friendship
catchy chorus (HB)
cause fear
charm person
color spray
command
comprehend languages
cure wounds
detect magic
detect poison and disease
disguise self
feather fall
identify
longstrider
shrieking strike (HB)
sleep
speak with animals

2nd Level

aid
animal messenger
calm emotions
crown of madness
detect thoughts
enthrall
gift of gab
invisibility
lesser restoration
locate object
magic weapon
misty step
pass without trace
see invisibility
song of travel (HB)
suggestion
zone of truth

3rd Level

ashardalon's stride
dispel magic
elemental weapon
enemies abound
fast friends
fear
feign death
hypnotic pattern
motivational speech
nondetection
plant growth
sound burst(HB)
speak with plants
tongues

4th Level

charm monster
compulsion
freedom of movement
greater invisibility
locate creature

5th Level

dominate person
geas
greater restoration
legend lore
rary's telepathic bond
skill empowerment
swift quiver

Artistic Expressions

Each virtuoso is gifted in the skills of a certain talent. Choose an Artistic Expression which best represents which talent you are gifted with and how you pursued such a talent.

Expression of Dance

Your talent for dance has honed your body for agility and charm. The art of movement is the key to a dancer's arsenal, allowing them to weave and glance by attacks. Any good dancer also knows that charm is the best antidote to hostility, allowing for even the worst opponents to be subdued.

Dance of Dexterity

At 3rd level, you have honed in on your naturally dexterous skillset. While Swordsinging, you gain the following benefits:

  • Difficult terrain does not impede your movement.
  • Your movement speed increases by a number of feet equal to 5 times your proficiency bonus (minimum of 5 feet).
  • You can use a bonus action on your turn to take either the Dash or Disengage action.

Take The Stage

Also at 3rd level, your speed allows for you to almost always lead into battle. You can add your Charisma modifier to your initiative rolls.

Expression Spells

You gain expression spells at the virtuoso levels listed.

Virtuoso Level Spells
3rd charm person, zephyr strike
5th blur, misty step
9th ashardalon's stride, fast friends
13th charm monster, dimension door
17th mislead, steel wind strike

Charming Inspiration

At 7th level, you learn to induce charm through your inspiration. When you use your Mystical Inspiration feature, one creature of your choice within 5 feet of the target must succeed a Wisdom saving throw against your spell save DC or become charmed by you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the condition on a success. When the condition ends, the creature knows it was charmed by you.

Additionally, you can't be charmed by any means.

Uncanny Dodge

Beginning at 11th level, you learn to become more elusive, fading away from attacks. When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Embodiment of Charm

At 15th level, you master the art of charm. You can cast charm person at will, without expending a spell slot.

Additionally, creatures charmed by you remain unaware they are being charmed.

Expression of Death

Unlike other virtuosos who have a physical or visually presented talent, your talent is in your connection to death itself. No matter how your connection to death originated, it is strong, keeping you alive in times of need or exuding its presence within your song.

Grim Sight

At 3rd level, you gain darkvision out to a range of 120 feet.

Foreboding Tune

Also at 3rd level, your swordsong is interpreted as ominous and foreboding, channeling your mystical connection to death. While you are Swordsinging, your weapon attacks deal additional necrotic damage equal to your proficiency bonus.

Expression Spells

You gain expression spells at the virtuoso levels listed.

Virtuoso Level Spells
3rd cause fear, false life
5th blindness/deafness, gentle repose
9th spirit shround, vampiric touch
13th death ward, shadow of moil
17th antilife shell, enervation

Menacing Inspiration

At 7th level, you learn to scare enemies which surround your allies. When you use your Mystical Inspiration feature, one creature of your choice within 5 feet of the target must succeed a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Death's Door

By 11th level, your connection to death grows stronger. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

You can use this feature once and must complete a long rest before you can do so again.

Symphony of Death

At 15th level, your swordsong begins to exude death itself. While Swordsinging, hostile creatures that start their turn within 10 feet of you must make a Constitution saving throw against your spell save DC. The creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.

Expression of Deceit

Your natural talent grants you the cunning and insight to manipulate others and disguise yourself. A virtuoso who chooses to express the ways of deceit can see through to the truth and knows to magically cover their tracks in all aspects.

False Identity

Once you reach 3rd level, you learn to magically change your identity. You can cast disguise self at will, without expending a spell slot. When you do so, you gain a bonus to the spell save DC equal to your proficiency bonus.

Slip Away

Also at 3rd level, you become hard to track. Creatures have disadvantage on Intelligence (Investigation) checks to track you. Additionally, if a creature has not seen your true identity, it has disadvantage on Intelligence (History) checks to remember anything about you.

Expression Spells

You gain expression spells at the virtuoso levels listed.

Virtuoso Level Spells
3rd charm person, silent image
5th alter self, gift of gab
9th major image, nondetection
13th charm monster, polymorph
17th modify memory, seeming

Knowledge of Deception

Beginning at 7th level, you start to realize the tricks behind deception tactics and can use or discern them with ease. When you make a Wisdom (Insight) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Mannerism Mimicry

By 11th level, you have mastered the art of mimicry. If you spend at least 1 hour studying another person's speech and behavior, your voice and behaviors become indiscernible to the casual observer.

If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Master of Deceit

At 15th level, you become a master of deceit, learning to hide your thoughts and becoming unreadable. Your thoughts can't be read by telepathy or other means, unless you allow it.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Expression of Divinity

The natural talent that is embedded within you is connected to your soul. It drives you toward a divine entity, calling you to worship. There is many deities that a virtuoso whom has a divine calling can follow, each granting different benefits.

All virtuosos who express their talent through a god have one deity that they follow. Although, the deity whom chooses you may vary greatly. You could be a subject of an ancient god, granted the power of eternal life and the secrets of ancient power or the follower of a god of trickery, who wishes to use you to cause a ruse on the material plane.

Knowledge of Worship

Beginning when you choose this expression at 3rd level, you gain proficiency in the Religion skill and can add double your proficiency bonus to any Intelligence (Religion) check you make related to your deity and their teachings.

Sacred Swordsong

Also at 3rd level, you begin to channel your deity's power into your swordsong. While Swordsinging, you gain the following additional benefits:

  • Once during each of your turns, when you hit a creature with a weapon attack, you can replace the damage type with radiant damage.
  • You can choose to gain resistance to either necrotic or radiant damage (your choice when you enter swordsong).

Expression Spells

You gain expression spells at the virtuoso levels listed.

Virtuoso Level Spells
3rd divine favor, healing word
5th lesser restoration, warding bond
9th aura of vitality, revivify
13th aura of life, guardian of faith
17th greater restoration, holy weapon

Divine Inspiration

At 7th level, your deity begins bolstering your inspiration with restorative energy. When you use your Mystical Inspiration feature, the target regains a number of hit points equal to one roll of the Mystical Inspiration die granted + your Charisma modifer. Using this feature doesn't expend the die.

Channel Divinity

Beginning at 11th level, your conviction to your deity grows stronger. You are able to channel your deity's divine power.

Choose a Sacred Oath from the paladin class. Your chosen oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your virtuoso spell save DC.

Avatar of Divinity

At 15th level, your deity embellishes your appearance and power. When you enter your Swordsong, you transform into an idol of your deity, changing certain features about you such as your hair color, eye color, skin tone, or other such traits. Additionally, you gain the following benefits while swordsinging:

  • You can choose to radiate light, emitting bright light in a 15-foot radius and dim light for an additional 15 feet.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Your weapon attacks deal an additional 1d8 radiant damage on hit.

Expression of Magic

The talent that you posses is one that affects your mind, granting you an abundance of knowledge, mostly of the arcane. Virtuosos who express their talent through knowledge often seek out great mages or other spellcasters to guide them through the arcane arts.

Student of Magic

Beginning at 3rd level, your study in magic grants you initiate level arcane knowledge. Choose one of the following spell lists: Bard, Cleric, Druid, Sorcerer, or Wizard. You learn two cantrips from the chosen list. They count as virtuoso spells for you, and Charisma is your spellcasting ability for them.

Additionally, you learn one 1st-level spell from the chosen spell list. It becomes a virtuoso spell for you but it doesn't count towards the total number of spells you know.

When you gain a virtuoso level, you can replace one of the cantrips or the 1st-level spell you know through this feature with another cantrip or 1st-level spell from the same spell list.

Song of Focus

Also at 3rd level, your training in battle allows you to easily focus on your spells while fighting. While you are Swordsinging, you gain a bonus to any Constitution
saving throw you make to maintain your
concentration on a spell equal to your
Charisma modifier (minimum of +1).

Expression Spells

You gain expression spells at the virtuoso levels listed.

Virtuoso Level Spells
3rd detect magic, shield
5th borrowed knowledge, magic weapon
9th counterspell, dispel magic
13th banishment, dimension door
17th bigby's hand, wall of force

Spell Recovery

At 7th level, you learn to replenish your magic while you rest. Whenever you finish a short rest, you can regain one expended spell slot of your choice. You can't use this feature to regain a spell slot higher than 3rd-level.

Expanded Arcana

By 11th level, your knowledge expands, granting you magic from a wide range of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Virtuoso table.

The chosen spells count as virtuoso spells for you but they don't count towards the total number of spells you know.

You learn two additional spells from any classes at 15th level.

Arcane Inspiration

At 15th level, your magical prowess inspires awe in your allies. Immediately after casting a spell of 1st-level or higher which has a casting time of 1 action, you can use your bonus action to grant Mystical Inspiration without expending a spell slot. When you do so, the Mystical Inspiration die granted uses the spell slot of the spell casted.

Once you grant Mystical Inspiration in this way, you can't do so again until you finish a short or long rest.

Homebrew Spells

Spells noted with (HB) in the Virtuoso Spell List refer to homebrew spells. Such spells are detailed here.

Catchy Chorus

1st-level Enchantment


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous

All allies within 30 feet that can hear you gains temporary hit points equal to your spellcasting modifier.


  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the targets gain an additional 1d6 temporary hit points for each slot level above 1st.
  • Spell Lists. Bard, Virtuoso
  • Credits: (u/LeRoiDeCarreau)

Shrieking Strike

1st-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during the spell’s duration, your weapon shrieks with sound, forcing the target to make a Constitution saving throw.

On a failed save, the target takes an extra 2d6 thunder damage and becomes deafened until the spell ends. On a success, the target takes half as much damage and doesn't become deafened.


  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  • Spell Lists. Virtuoso
  • Credits: (u/Aisudesu)

Song of Travel

2nd-level Enchantement (ritual)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

When you travel, you and all allies within 60 feet of you have advantage on constitution saving throws imposed by the environment, like natural heat, forced march, hunger, and other such effects.


  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  • Spell Lists. Bard, Virtuoso
  • Credits: (u/LeRoiDeCarreau)

Sound Burst

3rd-level Evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: Instantaneous

You project a sudden burst of deafening sound. Each creature in a 30-foot cone must make on a Constitution saving throw. A creature takes 5d8 thunder damage and becomes deafened for 1 minute on a failed save, or takes half as much damage and doesn't become deafened on a successful one.

A creature who fails this saving throw can repeat the it at the end of each of its turns, ending the effect on a success.


  • At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
  • Spell Lists. Bard, Virtuoso
  • Credits: (u/Aisudesu)

Changelog

V1.1

Main Class

  • Saving Throws: Dexterity proficiency replaced with Intelligence proficiency
  • Swordsong: no longer grants a bonus to attack rolls
  • Swordsong: grants bonus to Armor Class
  • Swordsong: changed dismiss time to a bonus action rather than no action required
  • Mystical Inspiration: range reduced to 30 feet
  • War Inspiration: feature removed
  • Artistic Vision: feature added
  • Font of Song: feature removed
  • Crescendo: feature added
  • Tremorsense: grammar error; now specifies level granted
  • Spell List: changed around a bunch of spells (I forget which ones); added homebrew spells

Subclasses

Expression of Death
  • Forboding Tune: damage changed to equal your proficiency bonus instead of half your virtuoso level
  • Spell List: hellish rebuke has been replaced with false life
Expression of Deceit
  • Spell List: silvery barbs and tongues have been replaced with silent image and major image respectively
Expression of Divinity
  • Sacred Swordsong: resistances changed from bludgeoning, piercing, and slashing to either necrotic or radiant damage (your choice)
Art Credits

Art (Cover): Anna Podedworna: Dandelion - Gwent Card (Link)
Art (Page 2): Tatiana Kirgetova: Song For Cats (Link)
Art (Page 4): Rashed AlAkroka: Flute (Link)
Art (Page 5): Anna Podedworna: Dueling Rapier (Link)
Art (Page 6): Deryl Arrazaq: Fantasy Beauty Dancer in Tavern Party (Link)
Art (Page 7): Rasmus Bagner Kristensen: Ithris Cemetery (Link)
Art (Page 8): Aleksandra Wojtas: Mage Infiltrator (Link)
Art (Page 9): Jin JiwooPark: Judegement (Link)
Art (Page 10): anndr: Ice Magic (Link)
Art (Page 11): Mark Simonetti: The Name of the Wind (Link)

Design Credit

I want to give lots of credit to u/laserllama and their amazing homebrew. This document is heavily inspired by their document style and I hope to use it more in the future.

  • Avatar of Divinity: resistances changed from all damage and effects to bludgeoning, piercing, and slashing damage
  • Avatar of Divinity: radiant damage bonus reduce from 2d8 to 1d8 on hit
  • Spell List: death ward has been replaced with guardian of faith
 

This document was lovingly created using GM Binder.


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