Harmony Singer (5e Class)
Harmony Singer[edit]
Singers of Harmony[edit]
The Harmony Singers sing to their hearts content, using their divine connection to spread their performances around.
Creating a Harmony Singer[edit]
One of the greates Harmony Singers of all time, source [1] |
- Quick Build
You can make a Harmony Singer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the Folk Hero background.
Class Features
As a Harmony Singer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Harmony Singer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Harmony Singer level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Harmony Mic
Tools: Three musical instruments of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following: Arcana, Deception, Perception, Performance, Persuasion, Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Harmony Mic
- (a) a diplomat's pack or (b) an entertainer's pack
- (a) a lute or (b) any other musical instrument
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Harmony Mic, Total Resonance |
2nd | +2 | Harmonic Discipline |
3rd | +2 | Pinion's Aria, Expertise |
4th | +2 | Ability Score Improvement |
5th | +3 | Ascension |
6th | +3 | Overture of Inebriation |
7th | +3 | Harmonic Discipline (2) |
8th | +3 | Ability Score Improvement |
9th | +4 | Vox Harmonique, Opus Cosmique |
10th | +4 | Ascension (2) |
11th | +4 | Eidolon |
12th | +4 | Ability Score Improvement |
13th | +5 | Harmonic Discipline (3) |
14th | +5 | Expertise |
15th | +5 | Flowing Nightglow |
16th | +5 | Ability Score Improvement |
17th | +6 | Harmonic Discipline (4) |
18th | +6 | Ascension (3) |
19th | +6 | Ability Score Improvement |
20th | +6 | Harmony |
Harmony Mic[edit]
Starting at 1st level, you have received a mic from your devotion to Harmony, being able to utilize the powers from harmony from said divine object. Its treated as a quarterstaff that counts as a magical weapon. If you lose or break your Harmony Mic, you may gain another by performing an 1-hour ritual during a long rest.
You also gain Songs, which can only be played if you are wielding the Harmony Mic. See them down bellow:
- Wingflip White Noise
You can utilize your Harmony Mic powers to attack with a flurry of sound made birds. You gain the eldritch blast cantrip, however it deals Thunder damage.
Your spellcasting modifier for this feature is Charisma.
- Pinion's Aura
At 3rd level, you have learned how to play an inspiring song with your Harmony Mic, increasing the attack power of your allies. As an action, you make any number of allies within 60 feet of you receive the benefits of Pinion's Aura for 1d4 + 1 rounds. For the duration, whenever they deal damage they roll one additional damage die. This damage increases to two additional damage die at 11th level, and to three additional damage die at 17th level.
You cannot use this power if allies are already benefitting from this power.
You can use this power a number of times equal to your Charisma modifier (minimum of once). You regain one use at a short rest and all uses at the end of a long rest.
- Overture of Inebriation
At 6th level, you can play a misteryous song to create a special dimension around yourself. As a bonus action, you can create a demi plane around yourself that forces all hostile creatures to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they cannot make hostile actions towards you and must use their movement to reach you until the end of your next turn. On a success, they aren't affected by the feature.
You can use this power a number of times equal to your Charisma modifier (minimum of once). You regain all uses at the end of a short or long rest.
At 9th level, if you use this song at your first turn, you gain 5 additional energy.
- Vox Harmonique, Opus Cosmique
At 9th level, you have learned your ultimate song, being able to inspire allies beyond their capabilities. This song takes a great amount of energy, which you must generate by playing other songs. You can view how much energy your songs grant you at the Energy Table:
Song Played | Energy Generated |
---|---|
Wingflip White Noise | 5 Energy |
Overtune of Inebriation | 10 Energy |
Vox Harmonique, Opus Cosmique | 10 Energy |
You can have a maximum of 100 energy.
Once you finally have said amount, you can use an action and all of your energy to make all allies within 120 feet of you to immediatly take a turn. Also, for 1 minute all creatures affected have all of their damage die tier increased by one (d10 -> d12 -> 2d6), and for said duration you are considered incapacitated but become immune to any conditions that would reduce your movement speed but the unconscious condition.
Total Resonance[edit]
Also at 1st level, you are in total sync with your allies, granting them benefits when they get a good hit in. While within 15 feet of you while you're wieding your Harmony Mic, any friendly creature deals one additional die whenever they roll damage for a critical hit.
This increases to two additional die at 5th level, to three additional die at 11th level and to four additional die at 17th level.
The range increases to 20 feet at 5th level, 25 feet at 11th level and 30 feet at 17th level.
At 9th level, whenever an ally within Total Resonance's range scores a critical hit you gain 2 Energy.
Harmonic Discipline[edit]
At 2nd level, you chose a Harmonic Discipline. Choose between Battle Singer, Caring Performer, Arcane Performist, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 7th, 13th and 17th level.
Expertise[edit]
At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a musical instruments. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 14th level, you can choose two more of your proficiencies (in skills or with musical instruments) to gain this benefit.
Ability Score Improvement[edit]
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.
Ascension[edit]
At 5th level, your musical prowess has ascended you, granting you new abilities called "Traces". You gain one of the following Traces depending of your level:
- Coloratura Cadenza
Your movements are filled with an inner performance, increasing your speed. You gain advantage on Initiative rolls.
- Impromptu Flourish
Prerequisites: 10th level
Your concert makes an ally's attack power go beyond their limits. When an ally scores a critical hit while your Vox Harmonique, Opus Cosmique song is active, they roll one additional damage die.
- Sequential Passage
Prerequisites: 18th level
You are always getting ready to perform another concert. Whenever you gain energy, the amount is doubled.
Eidolon[edit]
At 11th level, you have gained Harmonic Boons from your feats as a musician, with them being called "Eidolons". Choose one of the following Eidolos below:
- Land of Smiles
While your Vox Harmonique, Opus Cosmique song is active, all allies receive damage reduction equal to your Harmony Singer level for the duration of the song.
- Afternoon Tea For Two
While your Vox Harmonique, Opus Cosmique song is active, all allies receive a +10 to their movement speed for the duration of the song.
- Inverted Turning
All of your songs that can be performed by your Harmony Mic now have a number of uses equal to your Charisma modifier added twice (minimum of two uses). At 20th level, the action cost of your songs are reduced by 1 (action -> bonus action -> no action required but only on your turn).
- Raindrop Key
When you activate your Vox Harmonique, Opus Cosmique song, all of your allies lose any conditions that lower their movement speed in any way shape or form. Also, for the duration of the song all of your allies have advantage against saving throws that would lower their movement speed but the unconscious condition.
- Lonestar's Lament
The damage die tier of the Wingflip White Noise song is increased by one (d10 -> d12). Also, the range of Total Resonance is doubled.
- Moonless Midnight
While your Vox Harmonique, Opus Cosmique song is active, you can now take an action. This action may only be used to use the Wingflip White Noise song.
You gain one additional Eidolon at 14th and 17th level.
Flowing Nightglow[edit]
At 15th level, you have learned a method to increase your own regeneration that also inceases attack power. Whenever a creature (that cannot be yourself) benefiting from Total Resonance hits an attack roll, you gain 1 song charge. You can have a total of 5 song charges.
Whenever you gain energy for the Vox Harmonique, Opus Cosmique song, you gain additional energy equal to the amount of song charges.
You lose 1 song charge at the end of every minute without obtaining a song charge, and you lose all song charges at the end of a short or long rest.
When you activate the Vox Harmonique, Opus Cosmique song, you lose all song charges and gain Rythim instead. Until the beginning of your next turn, you deal twice as much damage and your allies benefiting from the song deal one additional damage dice.
Harmony[edit]
Finally at 20th level, you have reached enlightment, becoming one with your music. Your Charisma score increases by 4, and its maximum becomes 24. You have advantage on all Charisma checks and saving throws. Also, your Songs have unlimited uses.
Harmonic Disciplines[edit]
Battle Singer[edit]
A Battle Singer, source [2] |
The Battle Singers aid their allies not only by singing, but also by fighting alongside their allies.
- Trained Combat
You became proficient in the ways of combat. You gain proficiency in Martial Weapons and Light Armor.
- Battle Song
At 2nd level, you have learned how to play a song to enhance your battle capabilites. As a bonus action, you can enter your battle song state for 1 minute. For the duration, you gain the following benefits:
- You add your Charisma modifier to your AC.
- You make melee weapon attack and damage rolls with your Charisma modifier.
- You have advantage on Dexterity saving throws.
- You have advantage on Dexterity (Acrobatics) ability checks.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses after finishing a long rest.
Also, you now receive the benefits of Total Resonance as well.
- Extra Attack
At 7th level, you can now attack twice instead of once in your attack action.
- Superior Critical
At 13th level, those affected by your Resonance are naturally improved. All creatures benefitting from Total Resonance score a critical on a 18-20.
- Singer of Victory
At 17th level, those who are affected by your songs have their motivation transformed into desire for winning. All creatures benefitting from Total Resonance deal additional damage on attack rolls equal to your Charisma modifier.
Caring Performer[edit]
An Caring Performer, source [3] |
The caring Performers dedicate themselves to take care of their allys, making sure they are safe.
- Bonus Proficiency
You gain proficiency in the Persuasion skill. If you're already proficient, you gain expertise instead.
- Harmonic Inspiration
At 2nd level, you can inspire others through stirring words or music. As a bonus action, you choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Harmonic Inspiration die, a d6.
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 Harmonic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Harmonic Inspiration die is rolled, it is lost. A creature can have only one Harmonic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Additionally, if you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains hit points equal to your current Harmonic Inspiration die.
The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
- Font of Inspiration
At 7th level, you are always inspired to help. You regain all of your expended uses of Harmonic Inspiration when you finish a short or long rest.
- Protection Aura
At 13th level, your allies are filled with protection that aid them against their adversities while in sync with you. All creatures benefitting from Total Resonance gain a bonus to their saving throws equal to your Charisma modifier (minimum of 1).
- Clean Mind
At 17th level, those under your influence are protected from anything that would harm their minds. All creatures currently benefitting from Total Resonance are immune to the charmed and frightened conditions, and they're resistant to psychic damage.
Arcane Performist[edit]
An Arcane Performist, source [4] |
The Arcane Performists help their allies through the misteryous arts of the arcanium.
- Spellcasting
You have learned to untangle and reshape the fabric of reality in accordance with your perceptions of reality and history. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Arcane Performist Level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
1st level | - | - | - | - | - |
2nd level | 2 | - | - | - | - |
3rd level | 3 | - | - | - | - |
4th level | 3 | - | - | - | - |
5th level | 4 | 2 | - | - | - |
6th level | 4 | 2 | - | - | - |
7th level | 4 | 3 | - | - | - |
8th level | 4 | 3 | - | - | - |
9th level | 4 | 3 | 2 | - | - |
10th level | 4 | 3 | 2 | - | - |
11th level | 4 | 3 | 3 | - | - |
12th level | 4 | 3 | 3 | - | - |
13th level | 4 | 3 | 3 | 1 | - |
14th level | 4 | 3 | 3 | 1 | - |
15th level | 4 | 3 | 3 | 2 | - |
16th level | 4 | 3 | 3 | 2 | - |
17th level | 4 | 3 | 3 | 3 | 1 |
18th level | 4 | 3 | 3 | 3 | 1 |
19th level | 4 | 3 | 3 | 3 | 2 |
20th level | 4 | 3 | 3 | 3 | 2 |
- Cantrips
You know two cantrips of your choice from the bard spell list.
- Spell Slots
The Arcane Performist 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.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
- Spells Known of 1st Level and Higher
You know a number of spells of your choice from the bard spell list equal to your Harmony Singer level + your Charisma modifier (minimum of two spells).
The Spells Known column of the Arcane Performist table shows when you learn more bard 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 4th 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 bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into your performance. 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 bard 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
- Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use your Harmonic Mic, a musical instrument (see “Equipment”) or other tool aiding your performance as a spellcasting focus for your bard spells.
- Voice of Many
At 2nd level, your allies may speak for you for the sake of your spells. If a spell requires vocal components and you can't currently speak, if someone can speak and they are within your Total Resonance range you may cast the spell regardless.
Addtionally, you may speak telepathically with the creatures benefitting from the Total Resonance feature.
- Spiritual Touch
At 7th level, those who are in sync with you may receive the care of your spell. While a creature is currently benefitting from Total Resonance, you can cast touch range spells and make it target them.
- Substitute Body
At 13th level, you may make spells that would only affect yourself affect other creatures instead. While a creature is currently benefitting from Total Resonance, you can cast a self range spell and make it target them instead of you.
- Shared Soul
At 17th level, those within your aura share a connection that goes deeper than telepathy. Whenever you cast a spell with a range of self or touch, you may also make it target any creatures currently benefitting from Total Resonance.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Harmony Singer class, you must meet these prerequisites: 13 Charisma score.
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