Living Muse

Living Muses are artists whose medium is the fabric of sound itself. Through years of disciplined listening and practice they learn to coax form and function from music — healing by a lullaby, sundering with a scream, or concealing by folding silence into the world. While often called bards by outsiders, a Muse is a practitioner of sonic physics and metaphoric craft: their music tangibly alters the scene around them and the living things within it.

Class Features

Hit Die d8
Primary Ability Charisma
Saving Throws Dexterity, Charisma

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
Tools Choose two musical instruments
Skills Choose three from Acrobatics, Deception, Insight, Perception, Performance, Persuasion, Stealth

Starting Equipment

• A bonded instrument (required), leather armor, and a dagger
• A scholar's pack or entertainer's pack, and two additional musical instruments of your choice
• A component pouch or musical focus

Class Resources

Cadence Points 6 (Short or long rest (pool increases at levels 5, 9, 13, 17 as described in class feature text))

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 3
Spells Known 10
Tonal Touch (Cantrip)
Cantrip Evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A whisper of sound courses through the target. Make a melee spell attack: on hit the target takes 1d8 thunder damage (scales to 2d8 at 5th, 3d8 at 11th, 4d8 at 17th).

Damage
Damage: 1d8 thunder (2d8 at 5th, 3d8 at 11th, 4d8 at 17th)
Whisperstep (Cantrip)
Cantrip Illusion
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round

You muffle your footsteps and move with uncanny silence. You gain +5 to Stealth checks and your movement doesn't trigger sound-based traps for 1 round.

Utility
Damage:
Resonant Echo (Cantrip)
Cantrip Divination
Casting Time: 1 action
Range: Self (60-foot cone audible)
Components: V, S
Duration: Instantaneous

You send a pulse of sound that reveals hidden creatures making noise. Creatures that are invisible but making sound are revealed for 1 round as faint outlines only you can see.

Utility
Damage:
Conditions: revealed (illusory outline)
Sonic Grasp
Level 1 Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A bolt of compressed sound lashes a creature. Make a ranged spell attack. On hit the target takes 2d8 thunder damage and its speed is reduced by 10 feet until the end of its next turn.

Damage
Damage: 2d8 thunder (+1d8 per spell level above 1st)
Conditions: speed reduced 10 feet until end of its next turn
At Higher Levels:

Damage increases by 1d8 per slot above 1st.

Harmonize
Level 1 Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 minute

You weave a protective tone around a creature. The target gains a +1 bonus to AC and saving throws for the duration. You may spend 1 Cadence Point to increase those bonuses to +2 for the duration.

Buff
Damage:
Dissonant Lash
Level 2 Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A ripping chord assaults a creature's mind. Target must make a Wisdom save or take 3d8 psychic damage and be pushed 15 feet away and knocked prone. A successful save halves the damage and prevents being pushed or knocked prone.

Damage
Saving Throw: Wisdom
Damage: 3d8 psychic (+1d8 per spell level above 2nd)
Conditions: pushed 15 feet, prone
At Higher Levels:

Damage increases by 1d8 per slot above 2nd.

Silenceborne Step
Level 2 Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You create a muted corridor of silence following you in a 10-foot-wide line up to 60 feet long. The corridor suppresses sound-based detection and keeps creatures inside hidden from auditory perception.

Control
Damage:
Conditions: suppresses sound-based perception
Chorus of Renewal
Level 3 Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous

You unleash a healing chord that heals up to six creatures of your choice within 30 feet for 3d6 + your Charisma modifier. You may spend 2 Cadence Points to also remove one condition (blinded, deafened, stunned, or frightened) from each healed creature.

Healing
Damage: 3d6 healing (+1d6 per slot above 3rd)
Healing: 3d6 + Charisma modifier
At Higher Levels:

Heals +1d6 per slot above 3rd.

Sonic Net
Level 3 Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You weave a net of sonic threads in a 20-foot cube. Creatures that start their turn in the area must make a Dexterity save or be restrained by vibrating threads until the end of their next turn (a Strength check breaks restraint).

Control
Saving Throw: Dexterity
Damage:
Conditions: restrained (vibrating threads)
Melodic Hammer
Level 4 Evocation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous

You create a concussive blast of sound. Creatures in the cone must make a Constitution save or take 6d8 thunder damage and be pushed 20 feet and knocked prone. A successful save halves damage and prevents push/prone.

Damage
Saving Throw: Constitution
Damage: 6d8 thunder (+1d8 per spell level above 4th)
Conditions: pushed 20 feet, prone
At Higher Levels:

Damage increases by 1d8 per slot above 4th.

Resonant Recall
Level 5 Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous

You call back the echo of an ally's wound. Choose a creature that has been reduced to 0 HP within the last minute. That creature regains 2d8 + Charisma modifier hit points and is stabilized. You may spend 3 Cadence Points to instead fully restore a creature to 1 HP and remove one debilitating condition.

Healing
Damage: 2d8 healing
Healing: 2d8 + Charisma modifier

Martial Abilities

Resource Cadence Points
Strike of Harmony
Attack 1 Cadence Point Level 1

You strike with a note that syncs the flow of battle. As part of an attack action you can spend 1 Cadence Point to add 1d8 thunder damage to a hit and grant the target -1 to attack rolls until the end of its next turn.

Prerequisites:

Must be able to make weapon or spell attacks

Damage Effect
Damage: 1d8 thunder (Adds +1d8 per 5 Muse levels)
Conditions: target -1 to attack rolls until end of its next turn
Duration: Until end of target's next turn
Dissonant Lash (Martial Maneuver)
Action 2 Cadence Points Level 2

A whip-like burst of sound lashes a foe. As an action you spend 2 Cadence Points to force a target to make a Constitution save or be stunned until the end of its next turn. On a successful save the target is disoriented and has disadvantage on its next attack.

Control Effect
Saving Throw: Constitution
Conditions: stunned until end of its next turn (failed save), disadvantage on next attack (successful save)
Duration: Until end of target's next turn or next attack
Resonant Shield (Martial)
Bonus Action 1 Cadence Point Level 3

You spend 1 Cadence Point to create a shimmering shell of sound around yourself or an ally within 30 feet. The target gains a +2 bonus to AC or resistance to one damage type of your choice until the start of your next turn.

Buff Effect
Conditions: +2 AC or resistance to one damage type until your next turn
Duration: Until start of your next turn
Crescendo Push
Action 2 Cadence Points Level 5

You channel rising volume into force. Spend 2 Cadence Points as an action to push all creatures in a 15-foot cone 10 feet and knock them prone if they fail a Strength save.

Control Effect
Saving Throw: Strength
Conditions: pushed 10 feet, prone (failed save)
Duration: Instantaneous
Counterpoint (Martial Reaction)
Reaction 1 Cadence Point Level 6

When an ally within 30 feet is hit by an attack, you can spend 1 Cadence Point as a reaction to emit a jarring counter-note; the ally gains a +2 bonus to AC against that attack.

Buff Effect
Conditions: ally +2 AC vs triggering attack
Duration: Instantaneous (that attack)

Transformations

Resonant Form
Concentration, up to 1 minute 3 Cadence Points Level 7

You briefly become a living manifestation of sound. For up to 1 minute as an action (Concentration), you shed physical weight and take on harmonic qualities: you gain flying speed 30 ft., resistance to non-magical bludgeoning/piercing/slashing damage, and your melee spell attacks deal an extra 1d10 thunder damage.

Changes:

Gain flying speed 30 ft, Resistance to non-magical physical damage, Melee spell attacks +1d10 thunder damage

Special Actions:

Sonic Slide: As a bonus action you may move through creatures (non-hostile) without provoking opportunity attacks while leaving a trail of harmless chimes., Harmonic Strike: once per turn your melee spell attack can force a Constitution save or deafen the target for 1 round.

Limitations:

Concentration, Cannot wear heavy armor without penalty to flight

Discordant Avatar
1 minute (no concentration) 5 Cadence Points Level 14

A darker transformation that channels aggressive disharmony. For 1 minute (no concentration) you become heavier-toned, gain +2 to melee damage rolls, your sonic damage increases by +1d12, and creatures that start their turn within 10 feet take 1d6 psychic damage. After it ends you suffer one round of vulnerability to psychic damage.

Changes:

+2 to melee damage rolls, +1d12 sonic damage on sonic effects, Aura: 1d6 psychic damage to creatures starting turn within 10 ft

Special Actions:

Rend Chord: Once per activation, as an action you can launch a focused chord that forces a Wisdom save or breaks concentration on spells (DM discretion).

Limitations:

You gain vulnerability to psychic for 1 round after ending

Auras

Symphony of Calm
10-foot radius Level 3

You emit a soothing hum. Allies within a 10-foot radius gain advantage on saving throws against fear and charm, and regain +1 HP when benefiting from short-rest Hit Dice recovery.

Effect:

Allies advantage vs fear/charm; +1 HP on short-rest HD recovery

Disharmonic Field
5-foot radius 2 Cadence Points Level 11

When activated, enemies who start their turn in the 5-foot radius around you have disadvantage on concentration checks and on checks requiring steady hands (Sleight of Hand, Thieves' tools).

Effect:

Enemies disadvantage on concentration checks and fine-manipulation checks

Activation:

Requires an action to activate; lasts 1 minute or until you dismiss

Companions

Echo
Sonic familiar
Level 3

A small, semi-corporeal spirit of sound that follows and aids you.

Statistics:
HP 5
AC 12
STR 3
DEX 14
CON 10
INT 10
WIS 12
CHA 14
Speed:
Walk 30 ft.
Fly 20 ft.
Skills:

Perception +3, Stealth +4

Senses:

blindsight 30 ft (sound-based), passive Perception 13

Features:

Deliver Verbal Components: can deliver verbal components for your spells within 30 feet., Audible Scout: can scout using sound; when sent to a location you receive echoes describing the environment (DM adjudicates)., Fragile: if reduced to 0 HP it dissipates and reforms after a short rest.

Commands:

Follow (default), Scout (50 ft range), Echo Voice (carry a whispered message)

Scaling:

Level 5: HP increases to 10; fly speed increases to 40 ft.

Level 11: Echo can deliver spells with somatic components once per short rest.

Level 17: Echo becomes semi-independent and can act on its own for 1 round per short rest.

Class Features

Harmonic Attunement (Level 1)

You can perceive and shape ambient sound. You add your Charisma modifier to Perception checks that rely on hearing. Additionally, you may spend 1 minute to attune to a particular natural or artificial sound (a forge, a waterfall, a choir) to gain advantage on checks tied to that sound for 1 hour.

Cadence Points (Level 1)

You gain a pool of Cadence Points used to power Muse abilities. At 1st level you have a number of Cadence Points equal to 4. This pool increases by 1 at levels 5, 9, 13, and 17. You can spend these points for Martial Muse abilities, to augment spells, or for transformations described elsewhere. Cadence Points recover on a short or long rest.

Shaping Cantrips (Level 1)

You learn 3 sonic or music-flavored cantrips from the Muse spell list. When you cast these cantrips you can shape their auditory delivery (location, timbre, direction) within the spell's range.

Living Instrument (Level 2)

You may bond to a single musical instrument. While bonded, the instrument can act as a spellcasting focus and is semi-sentient: it can hum, produce minor tonal illusions, and carry simple mental messages to you when within 300 feet. If destroyed you can bond to a new instrument after a long rest.

Echo Companion (Level 3)

At 3rd level you manifest an Echo — a small sound-spirit that follows you. The Echo grants you either a +1 to Initiative checks while present and can deliver your verbal-only components for spells within 30 feet. The Echo has 5 HP and AC 12, and if reduced to 0 it dissipates and reforms after a short rest.

Counterpoint (Level 6)

You learn to weave opposing tones to create effects. As a reaction when you are targeted by a spell or magical effect that requires a saving throw, you may spend 2 Cadence Points to impose disadvantage on that save (you produce a melodic interference). You cannot use this more than once per round.

Resource Cost: 2 Cadence Points

Resonant Body (Level 10)

Your mastery of living sound grants you resilience. At 10th level you gain resistance to thunder damage and advantage on saving throws against being deafened. While using a Muse transformation you gain temporary hit points equal to your Charisma modifier (minimum 1) at the start of the transformation.

Harmonic Mastery (Level 14)

At 14th level you can spend 5 Cadence Points to cast a special 6th-level sonic effect called Grand Concerto (see Transformations/Abilities). Casting this doesn't use a spell slot but counts as your action.

Resource Cost: 5 Cadence Points

Symphony of Being (Level 18)

At 18th level your sound can reshape life. Once per long rest you can use a 10-minute ritual to imbue a willing creature with a brief echo of your essence: for 1 hour that creature gains proficiency in one skill of your choice and advantage on checks using that skill. While active, the creature emits a soft harmonic aura that grants allies within 10 feet a +1 bonus to saving throws against fear and charm.

Perfect Resonance (Level 20)

At 20th level you can enter Perfect Resonance as an action for 1 minute. While in Perfect Resonance you have immunity to deafened and stunned conditions, your movement doesn't provoke opportunity attacks due to auditory effects, and your Cadence Points recharge on a short rest. Once used, you must finish a long rest to use again.

Resource Cost: 10 Cadence Points (to initiate)

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