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# Troubadour A grizzled skald clad in rustling ring mail marches up the cold mountain road in the company of shieldbiters and bear-shirted warriors. They seek to bring down a frost giant citadel, protecting their home from the giants' depredations. As they approach the walls, the old man erupts into song - lightening his allies' boots and imbuing their weapons with a pulse of deadly thunder. An elven woman in a dusty green cloak strides down a forest lane. She knows the road is treacherous, and is unsurprised when bandits leap out around a fallen log. Her lute is already in her hands, and her strong clear voice calls out to the heavens, summoning lightning and persuading roots and branches to rise up and restrain her ambushers. A king's court musician serenades the nobles with sweet song and jaunty dances. Even fierce rivals and deadly enemies relax in the presence of his music, their troubles put out of mind and their feuds set aside. Perhaps they don't even notice as his music worms its way into their souls, enchanting them into a mood of peace and trust. \columnbreak A peasant poet stops in at a village tavern, hearing tales of misery and fear. He pulls out his lyre, performing melodies to lighten hearts and lift spirits. And then he turns the song to tales of heroism and courage, convincing the villagers to stand up and protect their land. When the goblin raiders come next, they are met by a pitchfork phalanx, emboldened and made swift by simple verses and lyre-plucks. ### Inspiring Performance Troubadours are magical musicians, able to tug on the strands of the weave through their music. Where a wizard relies on focused study, or a cleric prays to their deity, a troubadour has a more instinctive and intuitive grasp of how to set the threads of magic resonating directly. They can cast spells quite capably, but are also capable of more direct manipulation, empowering their allies with thunderous strikes or quickening their steps. Troubadours are more focused than jack-of-all-trades bards, less intent on acquiring magical secrets and more reliant on arcane melodies. Troubadours get more mileage out of fewer spells, but complement their magic with two key abilities - Mystic Songs to provide boons to nearby allies, and Concordant Notes that empower those allies' strikes.
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##### Troubadour | Level | Proficiency Bonus | Features | Concordance Damage | Mystic Songs Known | Mystic Song Uses | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:--:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Expert Performer, Concordance | d4 | — | — | — | — | — | — | — | | 2nd | +2 | Mystic Songs, Spellcasting | d4 | 2 | 2 | 3 | 2 | — | — | — | — | | 3rd | +2 | Troubadour Tradition | d4 | 2 | 2 | 4 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | d4 | 2 | 2 | 4 | 3 | — | — | — | — | | 5th | +3 | Extra Attack | d6 | 2 | 3 | 5 | 3 | 2 | — | — | — | | 6th | +3 | Tradition Feature | d6 | 2 | 3 | 5 | 4 | 2 | — | — | — | | 7th | +3 | Honeyed Words, Soothing Song | d6 | 3 | 3 | 6 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | d6 | 3 | 3 | 6 | 4 | 3 | — | — | — | | 9th | +4 | — | d8 | 3 | 4 | 7 | 4 | 3 | 2 | — | — | | 10th | +4 | Tradition Feature | d8 | 3 | 4 | 7 | 4 | 3 | 2 | — | — | | 11th | +4 | Powerful Concordance, Shattering Song | d8 | 3 | 4 | 8 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | d8 | 4 | 4 | 8 | 4 | 3 | 3 | — | — | | 13th | +5 | — | d10 | 4 | 4 | 9 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Improved Mystic Songs | d10 | 4 | 5 | 9 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Tradition Feature | d10 | 4 | 5 | 10 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | d10 | 4 | 5 | 10 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | d12 | 4 | 5 | 11 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Impossible Song | d12 | 4 | 5 | 11 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | d12 | 4 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Tradition Feature | d12 | 4 | Unlimited | 12 | 4 | 3 | 3 | 3 | 2 |
\pagebreakNum ### Creating a Troubadour Creating a troubadour should involve a level of theatricality. How did your character discover their uncanny abilities? Did a friend or relative teach them the troubadour's craft, or did they stumble upon it by chance? Are they driven to explore their power for the sake of its own mystery, or does their motivation lie in their music's benefit to others? What convinced you to set out on the road to adventure? Did you give up a comfortable life as an entertainer or palace bard? Were you always a traveling performer, now simply thrust into a more dangerous life? ### Quick Build You can make a troubadour quickly by Selecting Charisma as your highest attribute, followed by Dexterity or Constitution. Second, choose the entertainer background. Third, choose the *faerie fire*, *healing word*, and *infectious jig* spells. ## Class Features As a troubadour, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per troubadour level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per troubadour level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** Three musical instruments of your choice - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose four from Athletics, Acrobatics, Deception, History, Insight, Investigation, Medicine, Nature, Persuasion, and Sleight of Hand. #### Equipment ___ You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a simple melee weapon, or *(b)* a martial weapon (if proficient). - *(a)* a light crossbow and 20 bolts, or *(b)* a simple weapon. - *(a)* leather armor, or *(b)* scale mail (if proficient). - *(a)* a diplomat's pack, *(b)* an entertainer's pack, *(c)* a scholar's pack - Any musical instrument Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. ### Expert Performer At 1st level, you gain proficiency in Performance. Additionally, choose two of your skill proficiencies. Your proficiency bonus is doubled for any check you make that uses one of these proficiencies. Additionally, you are deft at managing musical instruments, even in stressful situations. You can stow or unstow a musical instrument with the same movement as drawing or sheathing a weapon, and a hand holding a musical instrument counts as free for reloading and operating ranged weapons. > Many troubadour features require that you be singing and playing an instrument. Accordingly, a troubadour generally needs to devote one hand to holding an instrument. ### Concordance Starting at 1st level, you can empower your allies with your song. When you take the Attack action, in place of making an attack you may grant a concordant note to a creature within 30 feet. The next time they make an attack roll before the end of your next turn, they add 1d4 to the roll and deal additional thunder damage to one target. An ally may only be affected by one concordant note at a time, and the bonus to the attack roll does not stack with other abilities that add a bonus die to attack rolls. You must sing and play an instrument to grant an ally a concordant note; you cannot do so if you are deafened, silenced, or unable to use your instrument. The additional thunder damage dealt by your concordant notes starts at 1d4 and increases as shown in the class table, at level 5 (d6), level 9 (d8), level 13 (d10), and level 17 (d12). > For example, Concordance's bonus to hit would not stack with Bardic Inspiration, *bless*, or a Peace Cleric's Emboldening Bond. ### Spellcasting Your music is capable of picking apart the very fabric of reality, singing new patterns into the weave of magic. Your spells help you adapt to new situations and extend magical support to your allies. The troubadour spell list is included at the end of this document. #### Spell Slots The Troubadour table shows how many spell slots you have to cast your troubadour 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 two 1st-level spells of your choice from the troubadour spell list. The Spells Known column of the Troubadour table shows when you learn more troubadour 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 3rd 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 troubadour spells you know and replace it with another spell from the troubadour spell list, which also must be of a level for which you have spell slots. \pagebreakNum #### Spellcasting Ability Charisma is your spellcasting ability for your troubadour spells. Your magic derives from your music, as your songs reshape the weave. 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 troubadour 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 a musical instrument as a spellcasting focus for your troubadour spells. ### Mystic Songs At 2nd level, you may sing mystic songs that embolden and empower your allies. You may begin singing a Mystic Song as a bonus action, and it affects a number of creatures of your choice within 30 feet up to your Charisma modifier. You start out knowing two Mystic Songs of your choice, which are listed at the end of this class. You learn an additional Mystic Song at level 7, and again at level 12. Initially you can sing two Mystic Songs per long rest, with your uses increasing as shown in the troubadour class table. Your Mystic Songs last for 1 minute, though you can stop singing at any time (no action required). If a Mystic Song has effects that last an entire round, they are reset at the start of your turn. If targeted creatures leave the area of your Mystic Song or become ineligible as targets, you may designate new ones at the start of your turn. You automatically stop singing a Mystic Song if you become incapacitated or silenced. If you are deafened or become so while singing a Mystic Song, you must make a DC 10 Charisma (Performance) check at the start of each round to continue singing. ### Troubadour Tradition At 3rd level, you master the specific techniques of a Troubadour Tradition. Your choice grants you features at 3rd level, and again at 6th, 10th, 15th, and 20th level. ### 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. You may use your Concordance feature in place of either, or both, attacks. \columnbreak ### Honeyed Words At 7th level, your music is able to shift the hardest hearts. You have advantage on the next Persuasion or Deception check you make to influence any creature who has listened to you perform for at least one minute continuously. Additionally, you are adept at salvaging bad situations. When you or an ally within 30 feet fails a Charisma ability check, you may butt in and attempt to save face, adding a d4 to the result and potentially changing the outcome. If you have already used this ability to influence a creature, you cannot influence that creature again until after a long rest. ### Soothing Song Also at 7th level, your melodies can relax your allies and invigorate their hearts. As part of a long or short rest, you sing this soothing song. Targeted creatures may reroll 1's or 2's rolled on any Hit Dice spent as part of the rest, and gain advantage on the next ability check they make. ### Powerful Concordance At 11th level, your concordant notes deal an additional die of concordance damage. ### Shattering Song Additionally at 11th level, you learn to channel your music with extraordinary flexibility and power. As an action, you can sing, shout, or otherwise perform a special note of power. When you do so, select one or two of the following effects: * You may attempt to dispel all magical silence within 60 feet. If it is a result of a leveled spell, you may attempt a Charisma (Performance) check with a DC of 10 + the spell's level, dispelling the effect on a success. If it does not originate from a leveled spell, you automatically succeed. * You may shatter all non-wielded or worn objects of your choice within 30 feet. Each affected object takes 12d8 thunder damage. * You may blast all creatures of your choice within 30 feet with a shattering echo. Each affected creature must make a Constitution saving throw against your spell save DC. If they fail, they suffer 6d8 thunder damage and are deafened and have their movement speed reduced by half. If they fail by 5 or more, they are stunned until the end of their next turn. If they succeed, they take half damage and suffer no additional effects. They may reattempt the saving throw at the end of each of their turns, recovering on a success. You may invoke each of these effects one time, regaining all uses after a long rest. ### Improved Mystic Songs At 14th level, you have effortless command of your Mystic Songs. Your Mystic Song range increases to 60 feet, and if you have no Mystic Song uses at the end of a short rest, you regain one. \pagebreakNum
### Impossible Song At 18th level, your musical magic resonates so strongly that you can bend the very passage of time. On your turn, you may grant your action to an ally affected by your Mystic Song. You lose your action, and the next time that ally takes a turn, they may take two actions. You may grant an action in this way once, regaining the ability to do so after a short or long rest. > Impossible Song is functionally similar to a fighter's action surge, and should be ruled the same way for most purposes. ## Mystic Songs These are the available options to select once you gain access to your Mystic Songs feature. #### Armoring Air Your music lifts your allies' hearts, and emboldens them to fight even harder. When you begin singing this song, and again at the start of your turns, targeted creatures gain temporary hit points equal to your proficiency bonus. #### Deflecting Dance You perform a cacophonous melody, with crashing waves of sound to muddle attackers. The first attack roll each round against each targeted creature is made at disadvantage. \columnbreak #### Fortifying Fandango You sing a mesmerizing dance, easing your companions' tired muscles and lifting their spirits. Affected creatures may use your Charisma modifier in place of their relevant ability score on Strength and Dexterity ability checks and saving throws. #### Poem of Possibility You sing a rousing tale, inspiring your comrades to greater heights. When a targeted creature fails an ability check or saving throw, they may add a d4 to the result, potentially changing the outcome. A creature can only benefit from this song a number of times equal to your Charisma modifier each time it is sung. #### Rollicking Rondo You sing a lively and heartening two-step, spurring your allies to faster action. At the start of their turns, targeted creatures have their movement speed increased by 10 feet. #### Stunning Solo You sing an extravagant and powerful song, turning your concordant notes into explosive punches of sound. When a targeted creature takes damage from one of your concordant notes, you may use your reaction to force them to make a Constitution saving throw. If they fail, they are dazed until the end of their next turn, reducing their movement by half and granting them disadvantage on attack rolls. #### Taunting Tarantelle You sing an irritatingly catchy dance tune, which your foes are compelled to try and silence. Targeted creatures must make a Wisdom saving throw at the start of their turns. If they fail, they have disadvantage when attacking any targets other than you until the start of their next turn. #### Withering Waltz You sing a languid dance step, which lulls your foes and saps their energy. While you are singing this song, creatures of your choice within 30 feet must make a Wisdom saving throw at the start of their turns. If they fail, their movement speed is reduced by 10 feet until the start of their next turn, to a minimum of 5 feet. \pagebreakNum ## Troubadour Traditions Troubadours may draw on different traditions as they aid their allies and lend support on the battlefield. You may choose which tradition your troubadour follows from the options listed below. ### Melodist's Tradition The melodist is easily as devoted to their music as any wizard to their spellbook. A specialized performer, a melodist is one who discovered their talent for magic music, and opted to explore every possible avenue within this unusual power. Melodists keep close to their comrades in battle, but rarely put themselves on the front lines - their talents are better kept out of immediate danger. Their focus is on enabling their allies, not swinging a sword of their own. But a melodist's songs are capable of awe-inspiring power, as they perfect their craft and become magical musicians without peer. #### Melodist Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a troubadour spell for you, but it doesn’t count against the number of troubadour spells you know. | Troubadour Level | Spell | |:---:|:-----------| | 3rd | *thunderwave* | | 5th | *calm emotions* | | 9th | *haste* | | 13th | *charm monster* | | 17th | *seeming* | #### Dedicated Performer When you adopt this tradition at 3rd level, your proficiency bonus is doubled for any ability check that uses your Performance proficiency. If you already selected Performance as one of the choices for your Expert Performer feature, you may choose another skill with which you are proficient. #### Inspired Songs Starting at 3rd level, when you sing one of your Mystic Songs, you may choose one target to be affected by a second mystic song you know. In addition, you learn the following Mystic Song, which does not count against your total. ##### Mesmerizing Melody While you are singing this song, targeted creatures must make a Wisdom saving throw at the start of their turns. If they fail, they are charmed by you until the start of their next turn. #### Persuasive Performance Starting at 6th level, When an ally deals damage with one of your concordant notes, they may add your Charisma modifier to the damage dealt. #### Ever Adaptable At 10th level, when you are singing a Mystic Song, you can change which Mystic Song you are singing as a bonus action without expending a use of your Mystic Songs feature. Additionally, after a long rest, you may select one skill with which you are not proficient. You gain proficiency in that skill until you complete a long rest. #### Revered Performer At 15th level, you have advantage on all Performance checks using an instrument with which you are proficient. Additionally, if you attempt a Persuasion or Deception check to influence a creature who has heard you perform within the last week, you can replace the die result with your troubadour level. #### Legendary Melodies At 20th level, your Mystic Songs echo through the very bonds of reality. Anytime you would reference your proficiency bonus, Charisma modifier, or any written number for your Mystic Songs feature, you may double it.
### Skald's Tradition The skald is a battle troubadour, singing in the thick of the fight alongside their comrades. To sit in the back lines would be an act of cowardice, for a skald. Skalds are not only welcome at the warriors' table but celebrated, for every old veteran can tell of a time when a skald's music deflected a mortal blow. Skalds are eager and willing to join the front line, swinging axes with crashing force. Their songs can amplify the party's damage directly, and their concordant notes are as likely to bless their own axes as an ally's. And skalds are unafraid to take a few blows themselves; they may not be able to trade with an enemy champion, but they can certainly provide few rounds' bulwark. \pagebreakNum #### Skald Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a troubadour spell for you, but it doesn’t count against the number of troubadour spells you know. | Troubadour Level | Spell | |:---:|:-----------| | 3rd | *thunderous smite* | | 5th | *warding bond* | | 9th | *crusader's mantle* | | 13th | *death ward* | | 17th | *flickering strikes^K^* | #### Battle Bard When you adopt this tradition at 3rd level, you gain proficiency in martial weapons and medium armor. #### Songs of War Starting at 3rd level, your Mystic Songs allow you to enter a battle trance, focused on the thrill of combat. Once per round while you are singing a Mystic Song, when you take damage from a weapon attack, you can reduce the damage taken by one roll of your concordance die. In addition, you learn the following Mystic Song, which does not count against your total. ##### Dirge of Devastation Your song conjures a sonorous toll of destruction, able to lay waste to your foes. While you are singing this song, targeted creatures are blessed with thunderous power. Once per round when they deal damage, each of these creatures may add thunder damage equal to your proficiency bonus to a single target. \columnbreak
#### Concordant Strikes Starting at 6th level, when you use your Concordance feature, you can grant a concordant note to yourself instead of an ally. When you target yourself with your Concordance feature, you may do so as a bonus action. #### Thunderous Defense Starting at 10th level, when a character with one of your concordant notes is damaged with a melee weapon, they may explode the concordant note in response. As a reaction, they may roll your concordance die, subtracting the result from the damage they suffer and dealing the result as thunder damage to the attacking creature. #### Rousing Performance At 15th level, you are able to inspire your allies before a battle, by delivering a special performance over the course of 1 minute. The next time you roll initiative, you automatically cast the *heroism* spell on all friendly creatures within 60 feet, up to a maximum of four times your Charisma modifier. While under the effect of this spell, creatures additionally gain advantage on all Strength ability checks. The spell does not require concentration when cast in this way. You can cast the spell in this way once per long rest. #### Soul of Battle While you are singing a Mystic Song, you gain resistance to thunder, bludgeoning, piercing, and slashing damage. Additionally, you gain resistance to one more damage type out of fire, cold, lightning, and acid damage. You select this damage type every time you begin singing a Mystic Song. \pagebreakNum
### Spellsinger's Tradition Spellsingers are troubadours fascinated by the interplay between music and magic - wandering performers intent on using their skills to explore the world's magical secrets. They share a wizard's fascination with knowledge, though the spellsinger still filters their understanding through the prism of song. Spellsingers are most certainly not front-line combatants; their heavy reliance on spells makes them too vulnerable to head-ringing strikes. They prefer to focus on enhancing their allies' spells, and harnessing the leftover energy to bolster their own magical reserves. #### Spellsinger Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a troubadour spell for you, but it doesn’t count against the number of troubadour spells you know. | Troubadour Level | Spell | |:---:|:-----------| | 3rd | *magic missile* | | 5th | *misty step* | | 9th | *dispel magic* | | 13th | *greater invisibility* | | 17th | *hold monster* | \columnbreak
#### Arcana Artist When you select this tradition at 3rd level, you gain proficiency in the Arcana skill, or another skill of your choice if you are already proficient. In addition, when you make an Arcana check to examine an item, perceive a phenomenon, or understand a magical effect, you can do so by singing softly to the weave itself. When you do so, you can use your Charisma modifier in place of Intelligence. In addition, you learn the *sonic blast* cantrip, and one other cantrip of your choice from the wizard spell list. #### Songs of Sorcery Starting at 3rd level, your song can pull tattered threads of the weave back into usable forms. Anytime an ally affected by one of your Mystic Songs casts a spell, you may recover one spent spell slot of a lower level as a reaction. You may recover total spell levels in this way equal to your proficiency bonus plus one-third your troubadour level. In addition, you learn the following Mystic Song, which does not count against your total. ##### Sorcerous Shanty Your song spins the threads of the weave itself, fortifying allies against harmful magic. When an affected creature makes a saving throw against a spell, they may reroll the d20 after they see the result but before learning the outcome of the roll. A creature can only be affected by this song once each time it is sung. #### Concordant Casting Starting at 6th level, when you cast a leveled spell, you may use your Concordance feature as a bonus action. #### Scroll and Staff At 10th level, your understanding of the arcane, while intuitive, is advanced enough that you can translate magical scrolls into song. When you find a wizard spell of 1st level or higher, you can learn it if it is of a level you can prepare. Learning the spell takes you 4 hours per level of the spell but requires no ink or parchment, since the final form is a memorized tune rather than arcane pages. You can learn up to 5 total levels of wizard spells in this way. This increases to 6 at level 13, 7 at level 16, 8 at level 19, and 10 at level 20. When you level up, you may forget one spell to make space for learning new ones. #### Enchanting Rest At 15th level, you can conjure uncanny peace and a tranquil atmosphere upon your allies. If you take ten minutes to perform as part of a long or short rest, creatures of your choice who hear this song gain advantage on saving throws against fear and charm effects for the next hour. Additionally, they gain resistance to the next instance of damage they suffer from any spell. You can perform in this way once per long rest. #### Spellbinding Song At 20th level, your music causes the weave to vibrate with power. While you are singing a Mystic Song, any spell of 6th level or lower cast by a friendly creature within its area takes effect as if cast at one level higher. Anytime you roll a saving throw to maintain concentration, you may choose to roll a Charisma (Arcana) check instead. \pagebreakNum
### Stormcrow's Tradition The stormcrow is an outlier among troubadours, an eccentric who is as likely to perform on a barren tor as in a packed feast hall. A stormcrow specializes in the music of desolate places, taming the wind and the rain as it lashes the landscape. Some historians believe the tradition dates to rogue storm giants, who taught lesser beings how to sing to the skies. Others think stormcrows are divinely inspired, eccentrics touched by the whims of thunder gods or elemental princes. In either case, stormcrows tend to be wanderers and drifters, and a village only knows they have seen one when a tornado passes by unexpectedly - or, if the village was unwelcoming, touches down. Stormcrows flit about the battlefield, darting around on summoned winds. They often stay just at the edges of the melee, relying on their mobility to keep them safe as they sing terrible blasts of lightning and thunder. #### Stormcrow Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a troubadour spell for you, but it doesn’t count against the number of troubadour spells you know. | Troubadour Level | Spell | |:---:|:-----------:| | 3rd | *lightning tendril^K^* | | 5th | *gust of wind* | | 9th | *call lightning* | | 13th | *freedom of movement* | | 17th | *stormwall^T^* | #### Call to the Wind When you select this tradition at 3rd level, you gain proficiency in the Nature skill, or another skill of your choice if you are already proficient. Anytime you are outdoors, you may sing to the wind and use Charisma in place of Intelligence on Nature checks. You gain advantage on all checks to understand, identify, or predict storms, weather, and other similar phenomena. #### Song of the Storm At 3rd level your songs are able to command the very winds. When you begin singing a mystic song, and again as a bonus action while you sing it, you may move any creature within the song's area 15 feet in a direction of your choice. Unwilling creatures may make a Strength saving throw against your spellcasting DC to resist the effect. In addition, you learn the following Mystic Song, which does not count against your total. ##### Lightning Lied You sing a powerful ballad, which imbues your music with crackling energy. While you are singing this song, your concordant notes automatically deal maximum damage for their die size, and their damage type is changed to lightning. \columnbreak #### Thunderous Blasts At 6th level, your concordant notes explode with the force of the storm. When a creature deals damage with your Concordance feature, you can create a blast of thunder or lightning as a reaction. If you do so, all other creatures 5 feet of their target must make a Dexterity saving throw. On a failure, they suffer thunder damage equal to one roll of your concordance die. > Lightning Lied does not apply to your Thunderous Blasts. The attacker is not affected by the blast. #### Tempestuous Song At 10th level, you gain resistance to both lightning and thunder damage, and when you select targets for a mystic song, you may choose to grant each target resistance to lightning or thunder damage. Additionally, when you move a creature with Song of the Storm, it no longer requires a bonus action (you can still only do so once per round). #### Melody of the Mountain At 15th level, your songs of barren places and distant crags inspire wanderlust. When you complete a short or long rest, you can cast *longstrider* without spending a spell slot, a number of times equal to your Charisma modifier. #### Wings of the Storm At 20th level, your mastery of storm magic is without peer. As a bonus action, you may transform yourself, becoming one with the storm. This lasts for 10 minutes, and grants the following benefits: * You gain a 60 foot fly speed. If you already have a fly speed, it increases by 30 feet. * Your Thunderous Blasts now affect a 15-foot radius. * You are immune to lightning and thunder damage. * Once per round, if a creature within your Mystic Song would suffer lightning or thunder damage, you may reflect it back at its origin. If the effect required an attack roll, you make the attack roll with your spellcasting attack modifier. If it required a saving throw, the reflection target makes that saving throw against your spellcasting DC. You can transmute the damage from lightning to thunder or vice versa. \pagebreakNum
### Sunchanter's Tradition Sunchanters are troubadours strongly tied to clerical faiths and divine magic. Their magic invokes the power of the gods, calling listeners to acts of faith and service. Some Sunchanters are affiliated with a specific deity, and serve that deity's temple; other sunchanters call on many or even all the gods, their songs harnessing ambient faith as often as strands of the weave. Sunchanters do not leave their allies to face the darkness alone, but prefer to surround themselves with stout hearts while singing glad music to hold back the tide. A Sunchanter's skills work fine from the back lines, but it would be unrighteous to ask others to face dangers a Sunchanter themselves would not. #### Sunchanter Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a troubadour spell for you, but it doesn’t count against the number of troubadour spells you know. | Troubadour Level | Spell | |:---:|:-----------:| | 3rd | *guiding bolt* | | 5th | *aid* | | 9th | *daylight* | | 13th | *aura of life* | | 17th | *dawn* | #### Voice of the Gods When you adopt this tradition at 3rd level, you gain proficiency in the Religion skill, or another skill of your choice if you are already proficient. You gain advantage on any Charisma (Performance) checks when performing religious or liturgical material. In addition, you learn the *guidance* cantrip. \columnbreak #### Building Chant At 3rd level, your Mystic Songs build a reserve of holy power over time. Anytime you sustain a Mystic Song for three rounds, you may cast one of your tradition spells without expending a spell slot. It must be of a level you are able to cast, but casts at the highest level you can cast as a troubadour. In addition, you learn the following Mystic Song, which does not count against your total. ##### Cleansing Canticle You sing a heartening chant, seeking to bolster your allies' spirits and strengthen their hearts. While you are singing this song, affected creatures have advantage on saving throws against charm, fear, poison, and any effect that would reduce their hit point maximum. In addition, any allies suffering from such an effect when you begin singing may immediately re-attempt the saving throw against the effect, if applicable. > Building Chant's "three rounds" includes the round in which you start singing; so if you begin singing on round 1, your free spellcast occurs in round 4. #### Holy Guidance At 6th level, your concordant notes grant a d6 bonus to hit, instead of a d4. In addition, your concordant notes can deal radiant damage instead of thunder (you choose when you grant them). #### Divine Chant At 10th level, you learn one 1st-, 2nd-, and 3rd- level spell of your choice from the Cleric spell list. These count as tradition spells for you. You also learn the *legend lore* spell, which you can cast once per long rest without expending a spell slot. #### Sacred Benediction At 15th level, you learn a blessed chant to protect your companions, which requires one minute of sustained performance. Select a number of listeners up to your Charisma modifier. Each target immediately gains the benefits of one of the *lesser restoration*, *remove curse*, and *freedom of movement* spells, and regains hit points equal to double your troubadour level. You may grant this benediction once per long rest. #### Holy Thunder At 20th level, any creature that takes damage from your Concordance feature must make a Wisdom saving throw. On a failure, they become frightened of you and become vulnerable to the next instance of radiant damage they suffer before the end of their next turn. \pagebreakNum # Troubadour Spell List
#### 1st Level - Cause Fear^XGtE^ - Charm Person - Color Spray - Comprehend Languages - Detect Magic - Disguise Self - Earth Tremor^XGtE^ - Expeditious Retreat - Faerie Fire - Feather Fall - Floating Disk - Grease - Healing Word - Hellish Rebuke - Heroism - Hideous Laughter - Infectious Jig^T^ - Jump - Longstrider - Protection from Evil and Good - Silent Image - Sleep - Thunderwave - Unseen Servant #### 2nd Level - Aid - Alter Self - Animal Messenger - Augury - Blur - Crown of Madness - Detect Thoughts - Enhance Ability - Enthrall - Find Traps - Gust of Wind - Hold Person - Lesser Restoration - Levitate - Magic Mouth - Magic Weapon - Maximilian's Earthen Grasp^XGtE^ - Mirror Image - Phantasmal Force - See Invisibility - Shatter - Silence - Suggestion - Warding Wind^XGtE^ #### 3rd Level - Beacon of Hope - Catnap^XGtE^ - Counterspell - Dispel Magic - Enemies Abound^XGtE^ - Fear - Flame Arrows^XGtE^ - Hypnotic Pattern - Major Image - Mass Healing Word - Phantom Steed - Protection from Energy - Sending - Slow - Sonorous Toll^T^ - Thunder Pulse^K^ - Thunder Step^XGtE^ - Tongues - Water Breathing - Wind Wall #### 4th Level - Charm Monster^XGtE^ - Compulsion - Confusion - Dominate Beast - Elemental Bane^XGtE^ - Freedom of Movement - Hallucinatory Terrain - Irresistible Melody^T^ - Phantasmal Killer - Polymorph - Private Sanctum - Resilient Sphere - Secret Chest - Stoneskin #### 5th Level - Animate Objects - Awaken - Creation - Dominate Person - Dream - Greater Restoration - Hold Monster - Legend Lore - Mislead - Seeming - Skill Empowerment^XGtE^ - Sonic Shriek^K^ - Telepathic Bond - Thunderous Chords^T^
> Spells marked with ^XGtE^ are from Xanathar's Guide to Everything, and spells marked with ^TCE^ are from Tasha's Cauldron of Everything. > > > Spells marked with a ^T^ were created for this class. Spells marked with a ^K^ were created by KibblesTasty. Both are included in the Spells Appendix at the end of this document. \pagebreakNum ## Multiclassing Should you want to multiclass into troubadour, the prerequisites and proficiencies are listed below: * **Prerequisite**: 13 in Charisma. * **Proficiencies gained:** Light armor, two musical instruments.
\pagebreakNum # Appendix 1: Included Spells #### Flickering Strikes *5th-level conjuration* ___ - **Classes:** Ranger, Wizard - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S, M (a melee weapon you are proficient with worth at least 1 sp). ___ You flourish a weapon weapon you are proficient with used in the casting and then vanish, instantly teleporting to and striking up to 5 targets within range. Make a weapon attack against each target. On hit, a target takes the weapon damage from the attack + 6d6 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. #### Gale Bolt *1st-level evocation* ___ - **Classes:** Druid, Ranger, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous - A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you. ***At Higher Levels.*** When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st. #### Infectious Jig *1st-level enchantment* ___ - **Classes:** Bard, Troubadour - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, 1 minute ___ A creature of your choice that you can see within range is struck by an impossible, irresistible need to dance. The target must succeed on a Wisdom saving throw or find its feet moving of their own accord. At the start of each of their turns, the target moves up to 20 feet in a direction of your choice. A target is immune to this spell if it can't be charmed, and won't move into obviously dangerous ground, such as a fire or a pit. At the end of each of its turns, the target can make another Wisdom saving throw. If it is within 5 feet of another creature, as a reaction, you can force that creature to make a Wisdom saving throw. On a failure, it is also affected by the spell. \columnbreak #### Irresistible Melody *4th-level enchantment* ___ - **Classes:** Bard, Troubadour - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, 1 minute ___ You create an irresistible melody emanating from a point you can see within range. All creatures within a 30-foot-radius who can hear the melody must make a Wisdom saving throw, or become charmed for the duration. An affected creature is incapacitated and must spend its movement on its turn moving towards the point if possible. A target is immune to this spell if it can't be charmed, and won't move into obviously dangerous ground, such as a fire or a pit. At the end of each of its turns, the target can make another Wisdom saving throw, ending the effect on a success. Anytime the target takes damage, it can reattempt the saving throw. As a bonus action, you can move the source of the melody to another point within 30 feet of its current location. #### Lightning Tendril *1st-level evocation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self (20 feet) - **Components:** V, S - **Duration:** Concentration, 1 minute ___ Crackling beams of blue energy leap from your hands. For the duration of the spell, as an action, you can direct them toward a creature within range, dealing 1d12 lightning damage to that creature. ***At Higher Levels.*** When you cast this spell using a 2nd- or 3rd-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. When you cast it using a 4th- or 5th-level spell slot, the damage increases to 3d12 and the range increases to 60 feet. When you cast it using a spell slot of 6th level or higher, the damage increases to 4d12 and the range increases to 120 feet. #### Sonic Blast *evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You produce a concentrated blast of sound, hammering a single enemy with its force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage and is deafened until the end of their next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \pagebreakNum #### Sonic Shriek *5th-level evocation* ___ - **Classes:** Bard, Sorcerer, Troubadour - **Casting Time:** 1 action - **Range:** Self (120-foot cone) - **Components:** V, S - **Duration:** Concentration, 1 minute ___ You emit a sonic blast covering a huge area. Each creature in a 120-foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage. On a successful save, a creature takes half as much damage. A creature automatically succeeds on its saving throw if it is more than 60 feet from you. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Sonorous Toll *3rd-level enchantment* ___ - **Classes:** Bard, Troubadour - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, 1 minute ___ You create a haunting melody, captivating all creatures within a 20-foot radius sphere of a point you choose within range. Any creature in the area when the spell is cast, or who ends their turn in the area, must make a Wisdom saving throw. On a failed save, the creature is charmed by you, cannot willingly leave the spell's area of effect, and has disadvantage on attack rolls against creatures outside the area. Affected creatures can attempt a Wisdom saving throw at the end of each of their turns to shake off the effect. As a bonus action, you can direct the melody to a terrifying and mesmerizing crescendo. All creatures charmed through this spell must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save, or half as much on a successful one. After you cause this crescendo, the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. \columnbreak #### Stormwall *5th-level evocation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, 10 minutes ___ You create a raging thunderstorm and sculpt it into a wall of lightning and lashing rain. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. You can make the wall up to 80 feet long, 40 feet high, and 5 feet thick, or a ringed wall up to 25 feet in diameter, 40 feet high, and 5 feet thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d12 lightning damage, or half as much damage on a successful save. No sound can pass through the wall, and creatures within 10 feet of it are deafened. Creatures moving through the wall are buffeted by winds and lashed by lightning. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action on each turn after the first, you may select one creature you can see within 30 feet of the wall or one creature at random within 10 feet of the wall. A lightning bolt leaps out, dealing 2d12 lightning damage. The target can make a Dexterity saving throw for half damage. #### Thunder Pulse *3rd-level evocation* ___ - **Classes:** Bard, Sorcerer, Troubadour, Wizard - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S - **Duration:** Concentration, 1 minute ___ You gather sonic energy and expel it as a shockwave in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is knocked 10 feet back. On a successful save, the creature takes half as much damage and is not knocked back. You can create a new shockwave as your action on subsequent turn until the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. \pagebreakNum
#### Thunderous Chords *5th-level evocation* ___ - **Classes:** Bard, Sorcerer, Troubadour - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S, M (a musical instrument) - **Duration:** Concentration, 1 minute ___ You begin performing a song of crashing power, sending waves of devastating sound outwards from your instrument. A wave of sound rolls out from you in a 30-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 4d8 thunder damage, and is deafened and has disadvantage on its next attack roll until the start of your next turn. On a failed save, a creature takes half as much damage and suffers no other effects. You can create such a sound wave as your action on any turn until the spell ends. > ##### Credits & References: > Troubadour created by somanyrobots > > > **Spells** > > * All spells used with permission of their creator. > * by KibblesTasty: Flickering Strikes, Gale Bolt, Lightning Tendril, Sonic Shriek, Thunder Pulse > * by somanyrobots: Infectious Jig, Irresistible Melody, Sonic Blast, Sonorous Toll, Stormwall, Thunderous Chords > >**Art** > * All art © Wizards of the Coast LLC except where noted, listed in order of appearance. > * Inspiring Bard, by Eelis Kyttanen > * Valor Singer, by Justyna Gil > * Wandering Troubadour, by Rudy Siswanto > * Siren Song Lyre, by James Paick > * Keldon Warcaller, by Aaron Miller > * Korlessa, Scale Singer by Jesper Epsing > * Kolaghan’s Stormsinger, by Scott Murphy > * Thunderous Orator, by Brian Valeza > * Dhampyr Female Bard, © Owlcat Games > * Instrument of the Bards, by Randy Gallegos > * Zaffai, Thunder Conductor, by Dmitry Burmak > >**Background Image Stains** > * /u/flamableconcrete, [https://watercolors.giantsoup.com/](https://watercolors.giantsoup.com/ "https://watercolors.giantsoup.com/") > ___ > ##### Fan Content Policy > > This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. \columnbreak ## Changelog ### v0.41 * Nerfed Fortifying Fandango * Buffed Concordant Strikes * Did some minor language cleanup and added a couple of clarifying notes ### v0.4 * Added Tradition of the Sunchanter! * Renamed Air of Invulnerability to Armoring Air * Added Fortifying Fandango and buffed Poem of Possibility * Added Irresistible Melody and Thunderous Chords spells * Small language clarifications to Spellsinger & Stormcrow ### v0.3 * Added Tradition of the Stormcrow! * Added Gale Bolt & Stormwall spells * Changed Requiem of Rest into Soothing Song (7th-level feature) * Reverted Concordance to original version (d4 to attack, scaling damage) * Removed knockback option from Shattering Song * Small nerf to Lightning Lied, moved it to Stormcrow ### v0.21 * Buffed Legendary Melodies * Nerfed Spellbinding Song * Added Sonic Shriek and Thunder Pulse to spell list * Small buff to Rousing Performance ### v0.2 * Took away cantrips * Buffed Concordance * Allow Concordance in place of any attack (it's actually mathematically _very_ similar but allows Cha-SAD builds) * Added Shattering Song * Buffed Beethoven * Mildly nerfed Stunning Solo * Increased mystic song uses * Replaced 18th-level Concordant Songs with Impossible Song * Gave Skalds bonus-action self-Concordance * Added Tradition of the Spellsinger! ### v0.1 * Initial Release!