Rogue: Minstrel in Myths of Mudora | World Anvil
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Rogue: Minstrel

In the old lands of Hyrule, the Minstrels weave the ethereal essence of melody and deceit into their every action. With an enchanting blend of harmony and guile, they infuse their weapons with the sonorous magic of music, empowering their strikes with a harmonious vigor that resonates within the very essence of their foes. In the heat of battle, they unleash captivating tunes that inspire valor in their allies and sow discord among their adversaries, compelling both friend and foe to dance to the Minstrel's beguiling melody.  

Inspiring Song

  When you choose this archetype at 3rd level, you gain proficiency in Performance and an instrument of your choice. If you are already proficient in Performance, you gain proficiency in Persuasion or Deception instead. While your instrument is close at hand, you can use a reaction to inspire an ally. When a friendly creature you can see within thirty feet makes a d20 test, you can use your reaction to add a d6 to the roll. You make this reaction after the die is rolled, but before you know the result. You can use this reaction twice and regain all uses after a short or long rest.   At 6th level, you can use this feature three times and the die value increases to a d8. At 9th level, this increases to four uses and a die value of d10. At 13th level, this increases to five uses and to a die value of a d12.  

Whistling Blade

  Starting at 3rd level, you can imbue your weapon with a melody. After you complete a short or long rest, you can spend a minute playing your instrument and magically imbue it into your weapon. When you move or attack with your weapon, a haunting melody plays around you. While this effect is active, you can change your Sneak Attack damage to deal psychic damage. In addition, the first attack made on your turn deals additional psychic damage equal to your Charisma modifier, even if the attack misses.  

Beguiling Cut

  At 9th level, when you hit a creature with Sneak Attack, you can roll an Inspiring Song die to try to beguile the creature, which expends a use of that feature. Roll a Charisma check and add your Inspiring Song die to the result, contested against the creature’s Wisdom (Insight) check. On a fail, the creature is unable to perceive you with any of its senses until the end of your next turn or until you attack it. A creature immune to charm is also immune to this effect.  

Mellifluous Melody

  Starting at 13th level, you can use your bonus action to play a melody so beautiful that even your enemies will hesitate to interrupt it. For the next minute or until you are incapacitated, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted.   Once you have played this melody, you can’t do so again until you finish a short or long rest.  

Signature Songs

  Beginning at 17th level, you can choose three Bard spells of 4th level or lower with a casting time of an Action. You can play your instrument as a spellcasting focus, using Charisma as your spellcasting modifier. Once you use this feature, you can’t use it again until you complete a long rest, unless you expend a number of uses from Inspiring Song equal to the spell’s level. Each time you complete a long rest, you can replace one of these spells with another from the Bard spell list.   Additionally, you regain 1 use of Inspiring Song when you roll initiative and have no uses remaining.

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