Melodist (5e Class)
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Be it in a run-down tavern or upper class theater, the voice of melodists can be found entertaining the masses. Similar to bards and minstrels, A melodist bestows their magic upon their song, using it to benefit their allies or hinder their foes. Melodists are rare, but can be found either traveling to share the emotional impact their voice makes, or performing in the same venue, bolstering the morale of those that come to hear their performance. What they lack in martial skill, they more than make up for in versatility with their magicked voices and instruments. The power of a melodist’s music can turn the tide of political strife, or decide the victor of bloody conflict.
Creating a Melodist
Melodists have all started from somewhere to hone their singing and playing. What inspired your character to become a melodist? What called your character to pursue the art of music? Was it an emotional connection? Was it a traveling troupe that inspired you? Did a family member or a mentor introduce you to magical music? Has your character always had a knack for adventuring? were they bored of performing 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 melodist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer background. Third, choose the 1st level spells Faerie Fire and Dissonant Whispers
|Art by Jennyeight|
As a Melodist you gain the following class features.
- Hit Points
Weapons: Simple weapons, Shortsword, Longsword, Rapier, Scimitar, Hand crossbow, and Battle fan
Tools: one music instrument of choice
Saving Throws: dexterity, charisma
Skills: Pick 3 from acrobatics, athletics, deception, insight, 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 weapon
- (a) a shortbow with 20 arrows or (b) a hand crossbow with 20 bolts or (c) 20 Throwing Knives
- (a) an explorer's pack or (b) a diplomat's pack or (c) an entertainer's pack
- a dagger, travelers clothes, and one music instrument
- If you are using starting wealth, you have If you are using starting wealth, you have 4d4x10 in funds.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Unarmored Performer, Melodist Dice(d4), Spellcasting||2||2||—||—||—||—||—|
|3rd||+2||Melodist Arts, Forte||2||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||2||4||3||—||—||—||—|
|5th||+3||Spring of Inspiration, Musician's Blessing||3||4||4||2||—||—||—|
|7th||+3||Melodist Arts Feature||3||5||4||3||—||—||—|
|8th||+3||Ability Score Improvement||3||6||4||3||—||—||—|
|11th||+4||Melodist Arts Feature||4||7||4||3||3||—||—|
|12th||+4||Ability Score Improvement||4||8||4||3||3||—||—|
|15th||+5||Melodist Arts Feature||5||9||4||3||3||2||—|
|16th||+5||Ability Score Improvement||5||10||4||3||3||2||—|
|19th||+6||Ability Score Improvement||5||11||4||3||3||3||2|
The save DC against Melodist features is 10 + Charisma modifier + proficiency bonus. Creatures with exceptional hearing have disadvantage against these saves unless otherwise noted.
You count as your own ally for the purpose of class features.
While you are wearing no armor and not wielding a shield, your AC is 10 + Charisma modifier + Dexterity Modifier. You may also add your melodist level to saves against deafen effects and have resistance to thunder damage.
Starting at level 1st, your charismatic powers can help with your allies. You gain a number of Melodist dice (a d4) equal to half your charisma modifier (rounded down) plus your proficiency bonus. This die + your charisma modifier can be added to a creatures d20 roll that is within 30ft from you. You can give someone one of these die using a bonus action and remains with them for 1 minute per level. At 8th level, Melodist dice can be given as a reaction. Unused melodist dice go to waste and are lost. The creature can wait until after it rolls the d20 before deciding to use the Melodist 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 Melodist 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.
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.
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
- Spell Slots
The Melodist table shows how many spell slots you have to cast your spells of 2nd 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 two 1st-level spells of your choice from the Melodist spell list detailed at the end of the class description.
The Spells Known column of the Melodist table shows when you learn more Melodist 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 5th 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 Melodist spells you know and replace it with another spell from the Melodist spell list, which also must be of a level for which you have spell slots.
You can learn additional spells from spellbooks and scrolls. You may learn a number of spells equal to your half your melodist class (rounded down, minimum of 1) and can't learn more until you finish a long rest. You can only learn spells on the melodist spell list and must be able to read the spellbook or scroll.
- Spellcasting ability
Charisma is your spellcasting ability for your Melodist 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 Melodist 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 your musical instrument as a spellcasting focus for your Melodist spells.
At level 2nd, you can create an aura centered around you to strengthen your allies. Using a bonus action you produce an aura affecting allies within 20ft of you that adds your proficiency bonus to any creatures skill check, attack roll or saving throw to anyone within the aura. The Choral Aura requires concentration on it as if it were a spell and you can use this feature a number of times equal to your charisma modifier and regain all uses when you finish a long rest.
At 3rd level, you select a melodist art. Choose between Harmonist, Soloist, Vocalist, or Dancer, all are detailed at the end of the class features. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th.
Also at level 3rd, you can bolster the spirit of your allies with your elegant performance. As an action, you can give an ally within 30ft a bonus on a d20 roll of their choice, this bonus is equal to your charisma modifier. You must declare that this forte bonus is being used prior to rolling the die. This effect remains for 1 minute per melodist level and is lost once used or if not used by the end of the effect’s duration. This roll cannot benefit from the melodist dice feature. This ability can be used a number of times equal to your charisma modifier and regain all uses after finishing a long rest.
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 with the exception of charisma which can't be increased above 22 using this feature.
When you reach 5th level, your voice strikes heartstrings everywhere you go. You may add your melodist level to charisma based skill rolls. You also have advantage on concentration checks to maintain Choral Aura.
Spring of Inspiration
At 5th level, you regain all of your expended uses of Melodist Dice when you finish a short rest or long rest.
At 9th level, as a bonus action, you can spend a melodist dice to grant yourself or a single ally within 20ft with a +10ft bonus to base speed and a +2 to AC. At 14th level, this increases to a +15ft bonus to movement and +3 to AC, and at 19th level this increases further to +20ft bonus to movement and +4 to AC. This effect lasts for 1d4 + charisma modifier rounds. This ability can be used a number of times equal to half your charisma modifier (rounded down). You regain all uses of this feature after a long rest.
At level 13th, your forte has grown stronger as your performance ascends to new heights. When an ally uses the forte bonus they instead gain advantage on a single d20 roll of their choice with a bonus equal to your charisma modifier. Also, you regain half of your total uses of forte (rounded down) after you finish a short rest and all uses after you finish a long rest. Limitations of Forte still apply.
At level 17th, Your magically empowered song is capable of blowing your foes mind away, literally. You can use an action to deafen and deal 1d6 thunder damage per melodist level to a creature you can see within 60ft. This attack hits unerringly if it is capable of hearing. Otherwise the attack has no effect. The target of this damage can make a constitution save to take half damage and negate being deafened on a successful save. If the target creature has exceptional hearing, it automatically fails this save. This feature can be used a number times equal to half your charisma modifier (rounded down). You regain all uses of this feature after finishing a long rest.
If this damage kills the target creature, their head explodes and they cannot be revived.
At level 20th, your spectacular music can help an ally overcome any obstacle or set the stage for the downfall of your enemy. You grant allies within 60ft advantage while enemies within 60 feet have disadvantage on every d20 roll during this feature effect. You must remain stationary to perform a crescendo and it takes your full turn to maintain the effect. You must concentrate on the music as if it were a spell with concentration. This ability lasts for 1d4 rounds, but may be maintained beyond that. For each additional round you maintain the crescendo, you take a single point of exhaustion and must make a concentration check. Use the melodist ability DC for the DC of the concentration check.
Crescendo and Choral aura can’t be used at the same time.
This feature can be used once and is regained after finishing a long rest. You can’t begin a crescendo if you have any points of exhaustion.
While other melodists sing and perform to amuse the masses, harmonists prefer to soothe one's soul and body with comforting melodies.
Harmonist is an archetype for melodist that uses healing magic within their song to heal and mend their allies wounds.
Proficient or double proficient with Medicine and Performance.
- Soothing Repertoire
Starting at 3rd level, you have memorized or composed a number of gentle tunes that react to your magic that can positively benefit a friendly creature. You may spend your action to begin performing a musical number that lasts 1 round per proficiency bonus, this requires concentration to maintain on each round after the first. Some melodies only require a single round. Pick from the songs below and apply its effect. You may prepare 2 songs after finishing a long rest. At 7th level you may prepare 3 songs. At 11th level you may prepare 4 songs. At 15th level you may prepare 5 songs. You may use soothing melodies a number of times equal to your charisma modifier and regain all uses of this feature after finishing a long rest. Only one melody can be in effect at a time. Starting a new melody will cancel the one currently active.
- Harmonic Dice
Starting at 7th level, you can use Melodist dice to heal allies hit points for the same amount as the bonus it normally provides.
- Harmonic Resonance
Starting at 11th level your harmonic dice are more potent when used to mend wounds. Harmonic dice gain an additional die (2d8 + Charisma modifier at 11th level).
- Ode to Vitality
Starting at 15th level you can bring the recently deceased back to life with your music. If the target creature hasn’t been dead for more than 1 day, you may use this feature to revive it. The process takes 1 full hour and requires your full attention. If you are interrupted, the creature remains dead and can’t be revived with this ability. Ode to vitality can only be used once and its use is regained after finishing a long rest.
- Courageous Ballad
1 ally within 30ft that you can see is immune to fear while this melody is in effect.
- Enduring Jig
1 ally within 30ft that you can see gains a bonus to their save throws while this melody is in effect. This bonus is equal to your charisma modifier.
- Returning Hymn
1 ally within 30ft that you can see regains a single wasted spell slot of their choice. The spell slots level must be less than or equal to the melodists proficiency bonus.
- Evening Serenade
1 ally within 30ft that you can see gains resistance to radiant and necrotic damage for the duration of the melody.
- Comforting Sonnet
1 ally within 30ft that you can see receives the benefit of having been touched by lesser restoration at the start of their turn. At 9th level this melody can function as greater restoration.
- Evasive Aria
1 ally within 30ft that you can see counts has a +1 bonus to their AC for the duration of this melody. This bonus becomes +2 at 7th level, then becomes +3 at 11th level, then becomes +4 at 15th.
- Recharging Chant
1 ally within 30ft that you can see regains a single use of one of their class features. This does not effect spell slots. A creature can only benefit from this melody once until it finishes a long rest.
- Clerics Requiem
1 ally within 30ft that you can see regains 1d6 hit points at the start of their turn while this melody is in effect. Alternatively, this can be targeted at an undead creature, inflicting 1d6 points of radiant damage at the start of their turn while this melody is in effect.
Melodists that frequently perform alone become adapted to relying on their own instrumental talents to bring music to life, sometimes combining singing with their own instrumental accompaniment.
Soloist is an archetype for melodist that has access to a songbook which gives them a list of buffs for allies within range.
Proficient or double proficient with Insight and Performance.
Starting at 3rd level, you have accrued a number of musical sets that you can perform solo. You may spend your action to begin performing a musical number and lasts 1 round per proficiency bonus, this requires concentration to maintain on each round after the first. Pick from the songs below and apply its effect. You may prepare 2 songs after finishing a long rest. At 7th level you may prepare 3 songs. At 11th level you may prepare 4 songs. At 15th level you may prepare 5 songs. You may use your songbook a number of times equal to your charisma modifier and regain all uses of this feature after finishing a long rest.. Only one melody can be in effect at a time. Starting a new melody will cancel the one currently active.
Starting at 7th level you can make melee attacks against you have disadvantage as your body vibrates into a blur. Spend a melodist dice to gain this benefit as a bonus action.
Starting at 11th level you can grant your allies within 15ft a bonus equal to your charisma modifier to their stealth rolls for 1 minute per melodist level. This can be used a number of times equal to your charisma modifier and all uses are regained after finishing a long rest.
- Power Solo
Starting at 15th level you can put on a solo act so grand it shakes the status quo. You can stun enemies within 30ft that can hear your song for 1d6+1 rounds. Creatures in range must pass a Wisdom save to negate this effect. Creatures with exceptional hearing automatically fail the save. You can use this feature once but you regain use of this feature after you finish a long rest.
- Powerful Ballad
Allies within 15ft that can see or hear your performance get a +1 to damage rolls. This bonus increases by 1 at levels 7th, 11th, and 15th.
- Dancing Jig
Allies within 15ft that can see or hear your performance get a +1 to AC. This bonus increases by 1 at levels 7th, 11th, and 15th.
- Reverent Hymn
Allies within 15ft that can see or hear your performance get a +1 to save throws. This bonus increases by 1 at levels 7th, 11th, and 15th.
- Soothing Serenade
Allies within 15ft that can see or hear your performance get a +1 to the DC of features, and spells. This bonus increases by 1 at levels 7th, 11th, and 15th.
- Delightful Sonnet
Allies within 15ft that can see or hear your performance get a +1 to ability checks. This bonus increases by 1 at levels 7th, 11th, and 15th.
- Inspiring Aria
Allies within 15ft that can see or hear your performance get 1d6 temporary hp at the start of their turn. This bonus increases by 1 die at levels 7th, 11th, and 15th. Temporary HP gained from this song is lost after 5 minutes.
- Driving Chant
Allies within 15ft that can see or hear your performance get a +1 to attack rolls. This bonus increases by 1 at levels 7th, 11th, and 15th.
- Motivational Requiem
Allies within 15ft that can see or hear your performance get a 5ft bonus to their movement speed. This bonus increases by 5ft at levels 7th, 11th, and 15th.
Few can hold a light to the immaculate voice of a vocalist.
Vocalist is an archetype for melodist that builds onto the base class features.
Proficient or double proficient with Persuasion and Performance.
- Siren's Strike
Starting at 3rd level, your song becomes manifest as a shockwave flies through the air,. As a ranged attack action, you can throw a musical arcane shockwave at a distant enemy up to 60ft away, doing 1d6 + charisma modifier of thunder damage. This attack gains an additional die of damage for every 4 melodist levels. The damage dice for this attack becomes 1d8 at 7th level, 1d10 at 11th level, and 1d12 at 15th level.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action with siren's strike on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
- Extra Melodist Dice
Starting at 7th level, you gain an additional use of melodist dice. You further gain an additional melodist dice at level 11th and another at 15th level.
- Vocal Range
Starting at 11th level, you increase the range of melodist features by 10 feet. At 17th level, this increase becomes 20ft. This does not effect the range of your spells.
- Master Vocalist
Starting at 15th level, you can perform a masterful piece of music, rousing your allies with a wave of inspiration. You can spend your turn singing a ballad that grants forte to all allies within 30ft. This bonus can benefit from fortissimo as normal. This feature can be used once and its use is regained after finishing a long rest. You can't use this feature if you have any points of exhaustion.
Dancers fuse their songs with rhythmic steps and twists. They tend to favor a small handheld instrument such as a tamborine, Violin, or harp. Dancers are much more physical than other melodists.
Dancer is an archetype for melodist that offers the class some rogue and rogue-like features.
Proficient or double proficient with Acrobatics and Performance.
- Swift Strike
Starting at 3rd level, you can add your ability modifier to your offhand weapon if it's is light or finesse. As a reaction, you can make a single attack against a creature attempting to attack you. If the enemies attack misses, you can use your offhand weapon during your reaction as well, if you have one. Also, you may use a Light weapon for your spell focus.
- Nimble Steps
Starting at 7th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Also, you gain an extra attack allowing you to make two attacks as part of the attack action instead of one.
If you move at least 5ft before making a melee attack action, you add your charisma modifier to the attack rolls.
- Rhythmic Flow
Starting at 11th level, your speed increases by 10ft and you apply half your proficiency bonus (rounded down) to your AC.
If you move at least 5ft before making a melee attack action, you add your charisma modifier to the damage rolls.
- Dance Step
Starting at 15th level, you may move an extra 5ft once per round. This move can either be used at the start of your turn, or as a reaction. This movement doesn’t count against your movement speed. If used as a reaction, you count as having used the dodge action until the start of your next turn. Also, you gain an extra attack, allowing you to make three attacks during an attack action instead of two.
Melodist Spell List
You can learn the spells on this list and additional spells based on your melodist art.
- 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, Fly, Gaseous Form, Haste, Protection from Energy, Remove Curse, Slow, Tongues, Water Breathing
- 4th Level
Aura of Life, Beacon of Hope, Compulsion, Death Ward, Greater Invisibility, Freedom of Movement, Phantasmal Killer, Stoneskin
- 5th Level
Bigby's Hand, Dispel Evil and Good, Greater Restoration, Hold Monster, Scrying, Swift Quiver
Based on the melodist art you choose, you can learn the additional spells listed below.
- Harmonist Spells
1st- Healing Word. 2nd- Calm Emotions. 3rd- Mass Healing Word. 4th- Divination. 5th- Raise Dead.
- Soloist Spells
1st- Hideous Laughter. 2nd- Hold Person. 3rd- Hypnotic Pattern. 4th- Polymorph. 5th- Dominate Person.
- Vocalist Spells
1st- Sleep. 2nd- Gust of Wind. 3rd- Lightning Bolt. 4th- Hallucinatory Terrain. 5th- Wall of Force.
- Dancer Spells
1st- Feather Fall. 2nd- Enthrall. 3rd- Water Walk. 4th- Dimension Door. 5th- Scrying.
Prerequisites Dexterity 13 and Charisma 13 Proficiencies Gained Simple Weapons, One Musical Instrument of your Choice.