Melodic Mystic (3.5e Class)

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Melodic Mystic[edit]

The Bard is your stereotypical wielder of magical music, but they must divide their attention between a multitude of skills. The Melodic Mystic however, has delved deeper. Devoting their class to unlocking the true magic inherent in music, they dismiss the bardic nature of being a jack of all trades in preference for a whole new world of supportive magic talents.

Making a Melodic Mystic[edit]

The Melodic Mystic best fits into the support role. Providing magical enhancements to allies' combat rolls and stats, or perhaps saving throws and skill checks. Weakening enemies, disrupting concentration and providing captivating distractions. The Melodic mystic ranks lower on direct combat abilities than main-line fighters and is devoid of any actual spellcasting. A Melodic Mystic Does not fill any of the basic party roles, making them somewhat inappropriate for small groups, but they have something to add to larger parties that might otherwise feel overful due to overlapping skills.

Abilities: Charisma is the most important attribute by far, as their magical abilities rely on their talent for performance. A good Dexterity, or Intelligence may also benefit them.

Races: Music is a Universal aspect for all sentient races and so the Melodic Mystic is just as likely to be of one race as another. Culture however has a large impact. Any culture that reveres art or has a strong tradition for creativity or music will naturally produce and welcome more Melodic Mystics.

Alignment: Any

Starting Gold: 8d4x10 gp. (360gp)

Starting Age: Moderate

Table: The Melodic Mystic

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Bardic Performance, Bardic Knowledge, Countersong, Riff (shatter) 3 2
2nd +1 +3 +0 +3 Evasion, Opening Act, Inspire Courage (+1) 4 3
3rd +1 +3 +1 +3 Melodic Immunity, Healing Body 5 4 2
4th +1 +4 +1 +4 Inspire Courage (+2), Inspire Greatness (+1) 6 5 3
5th +2 +4 +1 +4 Song of Elements|Song of Elements (+1), Break the Silence 7 6 4 2
6th +2 +5 +2 +5 Inspire Competence (+1), Inspire Courage (+3) 8 7 5 3
7th +3 +5 +2 +5 Song of Elements (+2), Inspire Greatness (+2) 8 8 6 4 2
8th +3/+1 +6 +2 +6 Inspire Courage (+4), Mass Suggestion, Allegro 8 8 7 5 3
9th +4/+2 +6 +3 +6 Song of Elements (+3), Inspire Competence (+2), 8 8 8 6 4 2
10th +6/+3 +7 +3 +7 Inspire Courage (+5), Inspire Greatness (+3) 8 8 8 7 5 3
11th +6/+3 +7 +3 +7 Song of Elements (+4), The Sound of Music 8 8 8 8 6 4 2
12th +6/+3 +8 +4 +8 Inspire Competence (+3), Inspire Courage (+6) 8 8 8 8 7 5 3
13th +7/+4 +8 +4 +8 Song of Elements (+5), Inspire Greatness (+4) 8 8 8 8 8 6 4 2
14th +7/+4 +9 +4 +9 Inspire Courage (+7), Staccato 8 8 8 8 8 7 5 3
15th +7/+4/+2 +9 +5 +9 Song of Elements (+6), Inspire Competence (+4), 8 8 8 8 8 8 6 4 2
16th +8/+5/+3 +10 +5 +10 Inspire Courage (+8), Inspire Greatness (+5) 8 8 8 8 8 8 7 5 3
17th +8/+5/+3 +10 +5 +10 Song of Elements (+7), Harmonic Healer 8 8 8 8 8 8 8 6 4 2
18th +9/+6/+4 +11 +6 +11 Inspire Competence (+5), Inspire Courage (+9) 8 8 8 8 8 8 8 7 5 3
19th +9/+6/+4 +11 +6 +11 Song of Elements (+8), Inspire Greatness (+6) 8 8 8 8 8 8 8 8 6 4
20th +10/+7/+5 +12 +6 +12 [Inspire Courage (+10), The Show Must Go On 8 8 8 8 8 8 8 8 7 5

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), Spellcraft (Int),Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Melodic Mystic.

Weapon and Armor Proficiency: A Melodic Mystic is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, short bow, and whip. Melodic Mystic are not proficient with any armor or shields as the extra weight and encumbrance incurs a chance of failure to properly execute their magic equal to that of the arcane spell failure chance incurred by wizards.

Bardic Knowledge: at 1st level, a melodic mystic gains a bard bardic knowledge ability

Melodic Immunity (Ex): At 3rd level, a Melodic Mystic gains immunity to opponents charms and spell-like abilities with verbal components.

Healing Body (Su): At 3rd level, a Melodic Mystic can heal her own wounds. She can heal a number of hit points of damage equal to Charisma modifier times her current class level each day, and she can spread this healing out among several uses.

Bardic Performance: Once per day per Melodic Mystic level, a Melodic Mystic can use his Perform skill to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic performance, they can be activated using any Perform skill, such as dancing, singing, playing an instrument, or performing comedy. Each ability requires both a minimum Melodic Mystic level and a minimum number of ranks in the Perform skill to qualify; if a Melodic Mystic does not have the required number of ranks in at least one Perform skill, he does not gain the bardic performance ability until he acquires the needed ranks. Some abilities can only be used by a Melodic Mystic with a specific type of Perform. Starting a bardic performance effect is a standard action. Some bardic performance abilities require concentration, which means the Melodic Mystic must take a standard action each round to maintain the ability. Even while using a bardic performance ability that doesn’t require concentration, a Melodic Mystic cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Bardic performance has specific limitations, depending on the type of Perform skill used to activate it. Bardic performance activated with Perform (act) or Perform (dance) requires line of sight to the targets of its effects and does not affect blind creatures. Bardic performance activated with Perform (comedy) and Perform (oratory) requires the targets to be able to hear the Melodic Mystic, and such effects are language dependent (although the Melodic Mystic can activate magic items that require a magic word, such as wands, while using these types of Perform to activate bardic performance). Bardic performance activated using any other type of Perform only requires the targets to be able to hear the Melodic Mystic. These requirements are in addition to those listed with each bardic performance ability. Just as for casting a spell with a verbal component, a deaf Melodic Mystic has a 20% chance to fail when attempting to use bardic performance using a Perform skill that relies on sound. A blind Melodic Mystic has a 50% chance to fail when attempting to use bardic performance using a Perform skill that relies on sight. If he fails either of these checks, the attempt still counts against his daily limit.

Countersong (Su): A Melodic Mystic with 1 or more ranks in a Perform skill can use his performance 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 Melodic Mystic (including the Melodic Mystic himself ) that is affected by a sonic or language-dependent magical attack may use the Melodic Mystic’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 withinrange 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 Melodic Mystic’s Perform check result for the save. Countersong does not work on effects that don’t allow saves. The Melodic Mystic may keep up the countersong for 10 rounds. A Melodic Mystic can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).

Inspire Courage (Su): A Melodic Mystic with 1 or more ranks in a Perform skill can use his performance to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to percieve the Melodic Mystic’s performance. The effect lasts for as long as the ally perceives the Melodic Mystic‘s performance and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 4th level, and every two Melodic Mystic levels thereafter, this bonus increases by 1 (+2 at 4th, +3 at 6th, +4 at 8th, ...ect). Inspire courage is a mind-affecting ability. A Melodic Mystic can use this bardic performance ability utilizing any type of Perform.

Inspire Competence (Su): A Melodic Mystic of 3rd level or higher with 3 or more ranks in a Perform skill 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 Melodic Mystic. The Melodic Mystic must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the Melodic Mystic’s music. Certain uses of this ability are infeasible, such as Sneak attempts. The effect lasts as long as the Melodic Mystic concentrates, up to a maximum of 2 minutes. A Melodic Mystic can’t inspire competence in himself. Inspire competence is a mind-affecting ability. A Melodic Mystic can use this bardic performance ability utilizing any type of Perform.

Inspire Greatness (Su): A Melodic Mystic of 9th level or higher with 9 or more ranks in a Perform skill can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting her extra fighting capability. For every three levels a Melodic Mystic attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, and four at 18th). To inspire greatness, a Melodic Mystic must perform and an ally must hear or see him perform. The effect lasts for as long as the ally witnesses the performance and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability. A Melodic Mystic can use this Bardic performance ability utilizing any type of Perform.

Song of Elements (Su): At 5th level and every other level after that the Melodic Mystic may select one of the following songs of elements. Using each song counts as a standard use of the bardic music ability. All of the songs of elements count as standard actions that do not provoke an attack of opportunity unless otherwise noted. Continuing a song of elements is also a standard action.

-Flame: This song draws forth the dancing flames that lie in every object and person. Everyone other than the Melodic Mystic within a 30 ft radius of the Melodic Mystic must make a fortitude save (10 +1/2 the Melodic Mystic level + cha mod) or take 1d8 fire damage per 2 levels of Melodic Mystic. This is magical fire and all objects in range suffer this damage as well.

-Forest: This song causes plants within range to awake to their original, primal state. It acts as a Plant Growth spell over a 60 ft radius. Additionally while the Melodic Mystic plays hostile creatures within area of effect are subject to an Entangle spell with a DC (10 +1/2 the Melodic Mystic level + cha mod).

-Land: The song of land causes the soil to shift, as if the Melodic Mystic had cast the Move Earth spell at a caster level equal Melodic Mystic levels taken.

-Moon: When the Melodic Mystic sings the song of the moon all creatures that do not have their normal shape (though shape shifting, illusion, or other effect) must make a will save (10 +1/2 the Melodic Mystic level + cha mod) or be restored to their normal form. This effect lasts for five rounds after the Melodic Mystic completes the song.

-Sea: This song invokes the sea’s infinite bounty and healing power. All allies within a 10 ft radius gain Fast Healing with a value equal to the Melodic Mystic’s Charisma bonus. This ability starts one round after the Melodic Mystic starts singing and lasts for as long as the Melodic Mystic keeps singing and the beneficiary is within range. Singing or continuing the song of the sea is a full round action that does not provoke an attack of opportunity.

-Storm: The cackling sound of the song of thunder portends doom for those around the Melodic Mystic. Every round that the Melodic Mystic makes a DC 25 Perform roll he can select one target within 120 ft. Lightning lances from the air around the Melodic Mystic towards that target striking it for 5d8 damage. The target may make a Reflex save (DC 25) to take half damage. Any round that the Melodic Mystic fails to make his Perform skill check the song breaks and he must start again if he wishes to conjure more lightning.

-Sun: Singing the song of the sun causes light to gather around the musician. Every round that he makes a Perform check 25 pure sunlight illuminates a radius that expands by 5 ft per round. Thus on the first round the light covers 5 ft. radius circle, on the second round a 10 ft. radius circle and so on. When the Melodic Mystic finishes the song the radius begins to retract at a rate of 5 ft per round. If the Melodic Mystic fails his Perform check the song breaks and he must start again.

-Wind: The song of the wind draws a tempest of air around the Melodic Mystic. Every one of Large size or less within 40 ft. radius must make a strength check with a DC equal to the Perform check of the Melodic Mystic or be pushed back in a straight line to the edge of the songs effect. Targets that hit hard objects are not damaged. Ranged attacks are at a -8 circumstance bonus to hit anyone within area of effect. A Melodic Mystic must not move during this song or be swept away in the effect as well.

Opening Act: Anyone who’s anyone in show business got to where they are by jumping on opportunities when they presented themselves. The bard understands this, and thus gains Improved Initiative as a bonus feat at 2nd level.

Mass Suggestion: This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Break The Silence : At 5th level, the bard is immune to the effects of the silence spell. She can continue to use her bardic music and riff abilities or spells normally inside the area of any silence spell. Other magic-suppressing effects may still apply.

Sound of Music : While she is playing, the bard becomes so absorbed in his performance that her mind cannot be bothered by anything else. While playing, a bard of 11th level or higher is immune to all mind-affecting effects while using her bardic music ability.

Riff : As a standard action, the bard can unleash a blast of magically enhanced sound waves dealing Xd6 damage where X is half the current hit dice. This ability is usable at will, but only while the bard is performing using her bardic music ability. The caster level is determined by the bard’s level. The DC’s for all of these abilities (regardless of the DC indicated in the spell description) are equal to 10 plus ½ the bard’s Hit Dice + her Charisma modifier.

Allegro : At 8th level, the use of the bard’s riff ability is now a move-equivalent action.

Staccato : The use of the bard’s riff ability is now a swift action. The bard is still limited to one swift action per turn; if he chooses to use another riff in the same turn, this riff is still a move-equivalent action.

The Show Must Go On : Once the bard reaches 20th level, all abilities that can only be active while she is using her bardic music are now permanent and cannot be dispelled or suppressed. She can also now use her riff ability at any time.

Spells Known[edit]

Unlike a Cleric or a Wizard, a Melodic Mystic need not prepare her spells in advance.She can cast any spell she knows at the time, assuming she has not yet used up her spells per day for that spell level. Melodic Mystics know all the spells from the following list:

0—Cure Minor Wounds, Detect Magic, Resistance, Virtue, Message, Mending, Guidance, Prestidigitation, Summon Instrument.

1st— Animate Rope, Bless, Bless Water, Chill Touch, Cure Light Wounds, Detect Evil, Divine Favor, Entropic Shield, Erase, Identify, Protection from Good, Protection from Evil, Protection from Chaos, Protection from Law, Sanctuary, Shield of Faith, Mage Armor, Mount, Obscuring Mist, Shield, Silent Image, Expeditious Retreat, Vampiric Touch, Lesser, Ventriloquism, Feather Fall.

2nd—Aid, Bear's Endurance, Blur, Bull's Strength, Whispering Wind, Calm Emotions, Cat’s Grace, Fox's Cunning, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Glitterdust, Hideous Laughter, Invisibility, Knock, Owl's Wisdom, Remove Paralysis, Resist Energy, Rope Trick, Lesser Restoration, Mirror Image, Protection from Arrows, Shield Other, Silence, Spectral Hand, Spider Climb, Status, Tongues, Whispering Wind.

3rd—Arcane Sight, Blink, Clairaudience/Clairvoyance, Create Food and Water, Cure Serious Wounds, Displacement, Dispel Magic, Explosive Runes, Fly, Haste, Hold Person, Helping Hand, Invisibility Sphere, Magic Circle against Good, Magic Circle against Evil, Magic Circle against Chaos, Magic Circle against Law, Magic Vestment, Prayer, Protection from Energy, Ray of Exhaustion, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Slow, Stinking Cloud, Suggestion, Leomund's Tiny Hut, Vampiric Touch, Wind Wall.

4th—Bestow Curse, Black Tentacles, Cure Critical Wounds, Leomund's Secure Shelter, Death Ward, Stoneskin, Detect Scrying, Divine Power, Invisibility, Greater, Illusory Wall, Lesser Geas, Locate Creature, Neutralize Poison, Rainbow Pattern, Resilient Sphere, Restoration, ScryingF, Sending, Shadow Conjuration, Shout, Spell Immunity, Solid Fog, Stone Shape.

5th—Animal Growth, Baleful Polymorph, Break Enchantment, Cloudkill, Dismissal, Fabricate, Mass Cure Light Wounds, Major Creation, Revivify, Dispel Good, Dispel Evil, Dispel Chaos, Dispel Law, Hallow, Planar Binding, Lesser, Overland Flight, Permanency, Raise Dead, Spell Resistance, Telekinesis, Teleport, Bigby's Interposing Hand, Secret ChestF, Sending, Shadow Evocation, Wall of Force.

6th— Animate Objects, Banishment, Bear’s Endurance, Mass, Blade Barrier, Bull’s Strength, Mass, Cure Moderate Wounds, Mass, Control Winds, Disintegrate, Dispel Magic, Greater, Eagle’s Splendor, Mass, Find the Path, Forbiddance, Geas/Quest, Heal, Heroes’ Feast, Mislead, Permanent Image, Programmed Image, Veil, Owl’s Wisdom, Mass, Word of Recall,

7th— Chaos Word (as Holy Word), Control Weather, Cure Serious Wounds, Mass, Destruction, Dictum (non-chaotic), Ethereal Jaunt, Forcecage, Greater Vampiric Touch, Inflict Serious Wounds, Mass, Invisibility, Mass Phase Door, Prismatic Spray, Project Image, Refuge, Regenerate, Repulsion, Restoration, Greater, Resurrection, Scrying, Greater, Shadow Conjuration, Greater, Simulacrum, Spell Turning, Word of Chaos.

8th— Antimagic Field, Cloak of Chaos, Cure Critical Wounds, Mass, Dimensional Lock, Discern Location, Earthquake, Fire Storm, Irresistible Dance, Maddening Scream, Maze, Prismatic Wall, Protection from Spells, Scintillating Pattern Screen, Shield of Chaos, Shout, Greater, Spell Immunity, Greater, Sunburst, Sympathy.

9th— Astral Projection, Energy Drain, Etherealness, Foresight, Gate, Heal, Mass, Miracle, Prismatic Sphere, Soul Bind, Storm of Vengeance, Time Stop, True Resurrection.

Campaign Information[edit]

Playing a <-class name->[edit]

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