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# Otherworldly Patron: The Muse Your patron(s) is/are the Muse(s), immortal beings who have given artists and craftsmen inspiration for their crafts since the dawn of civilization. They have granted you powers similar to those of magically inclined Bards. Your music is magically empowered to affect those around you in mysterious and powerful ways. Work with your DM to determine you Muse(s). ##### Muse Features | Warlock Level | Feature | |:----:|:-------------| | 1st | Expanded Spell List, Bonus Proficiencies, Instrumental Focus, Curse of the Chord (d6) | | 6th | Power of the Muses, Curse of the Chord (d8) | | 10th | Dulcet Charm, Curse of the Chord (d10) | | 14th | Orchestral Assault, Curse of the Chord (d12) | #### Expanded Spell List The Muse lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Muse Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *Tasha’s Hideous Laughter, Thunderwave* | | 2nd | *Magic Mouth, Calm Emotions* | | 3rd | *Sending, Speak with Dead* | | 4th | *Locate Creature, Compulsion* | | 5th | *Modify Memory, Legend Lore* | \columnbreak #### Bonus Proficiencies You gain proficiency in Performance and a Proficiency in 2 Musical Instruments. You ignore Bard requirements for magic items. #### Instrumental Focus You can use your musical instruments as a spellcasting focus and the verbal components of your spells can be replaced with the melodies from your instruments. You can also magically stow an instrument in an extradimensional space. You can recall your instrument to your hand at will. While in your hand you may treat this musical instrument as a weapon with a d6 damage die and the light and finesse properties. You can perform a 1 hour ritual which can be performed during a short rest to change your bound instrument. The instrument ends its bond your if you die, if you perform the 1-hour ritual on a different instrument, or if you use a 1-hour ritual to break your bond to it. The instrument appears at your feet if it is in the extradimensional space when the bond breaks. #### Curse of the Chord You can curse a creature to be susceptible to your **words and music**. As a bonus action, choose a creature that is within 60 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: * You know the general direction the creature is to you as long as it is within 1000 feet. * Whenever you cast a spell with a Verbal component and the cursed creature can hear you, it must make a Charisma saving throw or take 1d6 damage. The damage is Psychic if you spoke the verbal component and thunder if you used an instrument instead. The damage die increases at level 6(d8) level 10(d10), and level 14(d12). \pagebreakNum * Whenever you bring a cursed creature to 0 hit points, each creature within a 5ft radius must make a Constitution saving throw as a wave of thunder erupts from the fallen foe. On a failed save, a creature takes 3d8 thunder damage and is pushed 10 ft away from the creature. On a successful save, the creature takes half as much damage and is not pushed. The curse ends early if the target dies, you die, or you are incapacitated. You cannot use this feature again until you have completed a short or long rest. #### Symphonic Shield As a reaction when you or a creature you can see within 30 feet of you is targeted with an attack, you can sheathe the target in booming energy. This inital shockwave gives the attacker disadvantage on their attack roll. If the attack still hits the booming energy expands to reduce the damage by 1d10 + your Charisma modifier + your Warlock level. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Dulcet Charm Starting at 10th level, you can you can speak with such soft and soothing tones that you can lull creatures into a sense of security and trust. As an action, you can attempt to charm a creature under the effects of your Curse of the Chord. The creature makes a Charisma saving throw vs your spell DC. If it fails the saving throw, your Curse ends and it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the charm ends, the creature does not know it was charmed by you. If it succeeds the saving throw then you take psychic damage equal to your Warlock level and the creatures knows you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Orchestral Assault Starting at 14th level you can use an action to musically and mentally assault a creature. As an action you appear floating in front of a creature within 60 feet of you. As you begin to play your instrument you duplicate to the point of surrounding the creature and your music drastically increases in volume. The creature takes 6d6 psychic damage and 6d6 thunder damage + your Warlock level. Your duplicates rescind and you return to the point you were previously. The creature must make a Charisma Saving Throw or be Stunned until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. \columnbreak
##### Credits: Images by Kuang Hong and Baldassare Peruzzi