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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Tonal Touch (Cantrip)
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).
Whisperstep (Cantrip)
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.
Resonant Echo (Cantrip)
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.
Sonic Grasp
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 increases by 1d8 per slot above 1st.
Harmonize
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.
Dissonant Lash
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 increases by 1d8 per slot above 2nd.
Silenceborne Step
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.
Chorus of Renewal
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.
Heals +1d6 per slot above 3rd.
Sonic Net
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).
Melodic Hammer
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 increases by 1d8 per slot above 4th.
Resonant Recall
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.
Martial Abilities
Strike of Harmony
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.
Must be able to make weapon or spell attacks
Dissonant Lash (Martial Maneuver)
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.
Resonant Shield (Martial)
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.
Crescendo Push
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.
Counterpoint (Martial Reaction)
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.
Transformations
Resonant Form
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.
Gain flying speed 30 ft, Resistance to non-magical physical damage, Melee spell attacks +1d10 thunder damage
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.
Concentration, Cannot wear heavy armor without penalty to flight
Discordant Avatar
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.
+2 to melee damage rolls, +1d12 sonic damage on sonic effects, Aura: 1d6 psychic damage to creatures starting turn within 10 ft
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).
You gain vulnerability to psychic for 1 round after ending
Auras
Symphony of Calm
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.
Allies advantage vs fear/charm; +1 HP on short-rest HD recovery
Disharmonic Field
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).
Enemies disadvantage on concentration checks and fine-manipulation checks
Requires an action to activate; lasts 1 minute or until you dismiss
Companions
Echo
Level 3A small, semi-corporeal spirit of sound that follows and aids you.
Perception +3, Stealth +4
blindsight 30 ft (sound-based), passive Perception 13
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.
Follow (default), Scout (50 ft range), Echo Voice (carry a whispered message)
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)
Cadence Points (Level 1)
Shaping Cantrips (Level 1)
Living Instrument (Level 2)
Echo Companion (Level 3)
Counterpoint (Level 6)
Resource Cost: 2 Cadence Points
Resonant Body (Level 10)
Harmonic Mastery (Level 14)
Resource Cost: 5 Cadence Points
Symphony of Being (Level 18)
Perfect Resonance (Level 20)
Resource Cost: 10 Cadence Points (to initiate)
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