Living Muse

Living Muses are walking instruments — performers who shaped their bodies and souls around sound. They see the world as a score and treat harmony and dissonance as tools. Some Muses pursue concord: healing, diplomacy, and the living symphony. Others revel in discord: shaking foundations, forcing revelation, and bending minds. Wherever they travel they leave echoes, impressions of their music woven into a place's memory.

Class Features

Hit Die d8
Primary Ability Charisma, Dexterity
Saving Throws Dexterity, Charisma

Proficiencies

Armor Light armor
Weapons Simple weapons, Shortswords, Longswords
Tools Three musical instruments of your choice, Calligrapher's supplies (optional)
Skills Choose 3 from Acrobatics, Performance, Persuasion, Insight, Stealth, Arcana

Starting Equipment

• a) A rapier or a shortsword and a light crossbow with 20 bolts
• b) Leather armor and a musical instrument (your choice) and a diplomat's pack
• c) Two musical instruments of your choice and an explorer's pack

Class Resources

Muse Points 5 (Long rest (some subclass features or items may allow recovery on short rests))

Class Abilities

Martial Abilities

Resource Muse Points
Pulse Tap (Cantrip)
Action 0 Level 1

A precise percussive strike: you flick a motif at a target within 60 feet to deal a sharp pulse of sonic force.

Damage Effect
Damage: 1d8 sonic (Scales like a cantrip (1d8 → 2d8 at 5th, 3d8 at 11th, 4d8 at 17th))
Siren's Lure
Action 1 Muse Point Level 1

You sing or play a short phrase to lure or confuse. Target makes Wisdom save or be charmed and drawn up to 10 feet toward you. Can affect multiple targets in a 15-foot cone (save for half or negation).

Control Effect
Saving Throw: Wisdom
Conditions: charmed
Duration: 1 round
Thundering Staccato
Action 2 Muse Points Level 2

A burst of percussive hits focused on a point. 20-foot radius, creatures make Constitution saves or take thunder damage and are deafened for 1 minute (save ends).

Damage Effect
Saving Throw: Constitution
Damage: 3d6 thunder (Damage increases +1d6 per 4 Muse Mastery levels)
Conditions: deafened
Duration: 1 minute (save ends)
Cadence of Clarity
Action 1 Muse Point Level 2

A clear, penetrating phrase that grants allies within 30 feet advantage on Wisdom and Intelligence checks for 1 minute.

Buff Effect
Duration: 1 minute
Waveform Strike
Action 1–2 Muse Points Level 3

A two-part attack: first hit deals force damage; you may spend an extra Muse Point to follow with a wave that knocks prone (Strength save negates knockdown).

Prerequisites:

Must be within 5 feet or have a musical instrument attack that can reach target

Damage Effect
Damage: 2d8 force
Conditions: prone (if extra spent, Str save negates)
Duration: Instant
Echobind (Utility)
Action 1 Muse Point (for burst) Level 3

You weave an echo that latches onto a sound source. For 1 hour, you can recall that sound and reproduce it at will, or spend a Muse Point to cause the echo to burst and distract (grant allies advantage on next attack vs creatures within 5 ft of the sound).

Utility Effect
Conditions: distract (grants advantage)
Duration: 1 hour (echo), burst instant
Resonant Barrier (Aura Ability)
Action 2 Muse Points Level 4

Create a 10-foot aura of humming sound that grants nearby allies a temporary shield equal to your Charisma modifier (minimum 1) at the start of their turns. The aura lasts 1 minute or until you stop it. Activating costs 2 Muse Points.

Buff Effect
Duration: 1 minute
Discordant Spike
Action 1 Muse Point Level 5

A sharp note that pierces concentration. Target makes a Constitution save or lose concentration on a spell. On fail they also take psychic damage.

Debuff Effect
Saving Throw: Constitution
Damage: 2d6 psychic
Conditions: may lose concentration (on failed save)
Duration: Instant
Vibrant Rally
Action 2 Muse Points Level 6

As an action, expend 2 Muse Points to grant allies in 30 feet temporary hit points equal to 2d8 + your Charisma modifier and remove one short-term condition (frightened, exhausted level 1).

Buff Effect
Conditions: removes one minor condition
Duration: Instant
Sonic Grapple
Action 2 Muse Points Level 7

You launch a band of resonant binding that can restrain an enemy. They make a Strength saving throw; on failure they are restrained, on success they take minor sonic damage and are slowed.

Control Effect
Saving Throw: Strength
Damage: 1d8 sonic
Conditions: restrained (on fail) or slowed (on success)
Duration: 1 round (save ends for restrained)
Reverb Shot (Ranged)
Action 1–2 Muse Points Level 8

A focused burst that travels and rebounds. On a hit it deals thunder damage and jumps to another target within 15 ft at -2 to hit. You can spend 1 extra Muse Point for an additional jump.

Damage Effect
Damage: 3d6 thunder
Duration: Instant
Dissonant Cage (Control)
Action 3 Muse Points Level 9

You create a 20-foot-diameter spherical field of oppressive sound. Creatures that enter or start their turn inside must succeed on a Wisdom save or be frightened and take psychic damage.

Control Effect
Saving Throw: Wisdom
Damage: 3d8 psychic (Increases with Muse Mastery)
Conditions: frightened
Duration: 1 minute (concentration)
Harmonic Redirect (Reaction)
Reaction 1 Muse Point Level 10

As a reaction when an ally is targeted by an attack, spend 1 Muse Point to impose disadvantage on the attack and cause the attacker to take minor sonic backlash.

Debuff Effect
Damage: 1d6 sonic
Conditions: attacker has disadvantage
Duration: Instant
Crescendo Bolt
Action 2–4 Muse Points Level 14

A concentrated bolt of crescendo energy. Spend 2–4 Muse Points to change range, damage and area: at 2 points it is a 60-foot single-target 6d8 sonic; at 4 points it becomes a 60-foot cone 8d8 sonic with knockdown on failed Strength save.

Damage Effect
Saving Throw: Strength (if cone knockdown)
Damage: 6d8 (single) or 8d8 (cone) sonic
Conditions: prone on failed save (cone mode)
Duration: Instant
Final Cadence (Ability)
Action All remaining Muse Points Level 20

A lesser version of your 20th-level Final Cadence usable in pieces: spend all remaining Muse Points to grant immediate effects (healing, burst damage, protective field) scaled by points spent.

Varied Effect
Duration: Instant or 1 minute depending on effect

Transformations

Echoform
Concentration, up to 1 minute 2 Muse Points Level 6

You transform into an echoing silhouette of yourself. Your voice becomes many-layered and your movements leave brief sound-images that mimic you. In Echoform you gain +2 to AC, resistance to thunder and psychic damage, and your melee attacks deal an extra 1d8 sonic damage. You cannot cast non-Muse spells while in Echoform.

Changes:

+2 to AC, Resistance to thunder and psychic, Melee attacks gain +1d8 sonic damage

Special Actions:

Echo Step (bonus action): teleport 15 feet to a space you can hear, Phased Chorus (action): create an echo that distracts enemies in a 10-foot radius

Limitations:

Cannot cast non-Muse spells, Requires concentration

Maestrom
Concentration, up to 1 minute 4 Muse Points Level 14

A high-level transformation where you become the focus of a small storm of sound. You float 5 feet above the ground, immune to difficult terrain, and your Crescendo abilities are empowered (area doubled, damage +2d8). Allies within 10 feet gain advantage on saving throws vs fear for the duration.

Changes:

Float 5 feet, Difficult terrain ignored, Crescendo empowered

Special Actions:

Sonic Vortex (action): pull creatures toward you 10 feet and deal thunder damage, Sustained Chorus (bonus action): maintain a minor healing tone

Limitations:

High Muse Point cost, Requires concentration

Auras

Inspiring Resonance
10-foot radius Level 5

Passive aura that grants allies within 10 feet a bonus to melee or ranged damage equal to your Charisma modifier (minimum +1) when you spend Muse Points to use an ability. Lasts until the end of the round.

Effect:

Allies gain bonus damage when you activate Muse abilities

Activation:

Triggered when you spend Muse Points

Discordant Field
15-foot radius 2 Muse Points Level 9

You can create an aura of discord in a 15-foot radius that imposes disadvantage on stealth checks and grants enemies vulnerability to sonic damage for 1 round when activated.

Effect:

Enemies disadvantaged on Stealth; vulnerable to sonic

Activation:

Action (costs Muse Points)

Harmonic Sanctuary
30-foot radius 3 Muse Points Level 13

A gentle aura (30-foot radius) that, when active, grants allies inside advantage on death saving throws and reduces incoming area effect damage by half for 1 minute.

Effect:

Advantage on death saves; reduce area damage

Activation:

Action

Companions

Echo Companion
Sonic Familiar/Spirit
Level 3

A semi-ethereal companion formed from your motifs; it echoes your phrases and can scout or assist in combat.

Statistics:
HP 6 + your level
AC 12
STR 6
DEX 15
CON 10
INT 10
WIS 12
CHA 14
Speed:
Walk 30 ft.
Fly 40 ft.
Skills:

Perception + proficiency, Stealth equal to your modifier

Senses:

Echo-location 60 ft

Features:

Echo Scout: can send sound to you to scout (as sending message, but audible environment)., Resonant Assist: can expend its own echo energy to add +1d6 sonic damage once per short rest.

Commands:

Scout (bonus action): send to a location within 120 ft, Assist (action): grant advantage on one attack, Anchor (reaction): take minor damage instead of you

Scaling:

Level 6: HP increases by +1 per Muse level; echo damage +1d6

Level 11: Can deliver minor Muse abilities (cost 1 Muse Point) and has advantage on Perception checks

Level 17: Fly speed increases and it can act on your initiative as a bonus action once per round

Class Features

Sonic Aptitude (Level 1)

You have an intuitive grasp of music and harmonic physics. You are proficient with three musical instruments and can add your proficiency bonus to any ability check that involves producing or interpreting sound (Performance, Arcana checks to analyze sonic phenomena, etc.). You learn two 'motifs' (basic musical phrases) that power some of your abilities: Motif of Clarity and Motif of Pulse.

Muse Points (Level 1)

You gain a pool of Muse Points equal to 1 + your proficiency bonus. Muse Points fuel many Muse abilities (see abilities). You regain all Muse Points on a long rest.

Songcraft (Minor) (Level 2)

You learn three sonic techniques (see Martial Abilities) of 1st-level potency. You can expend Muse Points to activate these techniques. You may also use a musical instrument as a spellcasting focus for Muse abilities.

Prerequisite: Sonic Aptitude

Resonant Echo (Level 3)

When you use a Muse ability that deals damage, you can spend 1 additional Muse Point to create an echo: the ability repeats at half potency at the start of your next turn, targeting the same target or a creature you choose within range.

Resource Cost: 1 Muse Point

Orchestrate (Level 6)

When you use a Muse ability, you can instead spend Muse Points to change one attribute of the effect (e.g., change damage type among sonic/force/thunder, convert an area to a cone, or swap an ability’s target restriction). The number of Muse Points required depends on the change (DM adjudicated; typically 1–3).

Prerequisite: Resonant Echo

Muse Mastery (Level 10)

You learn advanced motifs and gain access to high-tier Muse abilities. Your Muse Points maximum increases by +1. Your Choice of Subclass grants additional features.

Crescendo (Level 14)

Once per long rest, you may spend 3 Muse Points to unleash a Crescendo—a powerful, shaped sonic event that imposes both mechanical and narrative effects determined when cast (massive stun, terrain-changing rumble, restorative choir, etc.). Crescendo scales with character level and your chosen motifs.

Resource Cost: 3 Muse Points

Prerequisite: Muse Mastery

Living Symphony (Level 18)

At 18th level you become more than musician: your music weaves life into things. As an action, you may spend 5 Muse Points to grant creatures of your choice within 60 feet a benefit determined by your motif (healing, temporary hit points, damage resistance, or advantage on a type of check) for 1 minute. Once used, this ability requires a long rest to recharge.

Resource Cost: 5 Muse Points

Prerequisite: Crescendo

Final Cadence (Level 20)

At 20th level your music can rewrite the cadence of a battle. Once per long rest, you may spend all your Muse Points to produce a Final Cadence: for 1 minute, you and allies within 30 feet gain advantages determined by your subclass theme (combat bonuses, stealth, resistance, or automatic saves) and enemies suffer penalties (disadvantage on attacks, vulnerable to sonic damage, etc.).

Resource Cost: All Muse Points

Prerequisite: Living Symphony

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