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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Pulse Tap (Cantrip)
A precise percussive strike: you flick a motif at a target within 60 feet to deal a sharp pulse of sonic force.
Siren's Lure
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).
Thundering Staccato
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).
Cadence of Clarity
A clear, penetrating phrase that grants allies within 30 feet advantage on Wisdom and Intelligence checks for 1 minute.
Waveform Strike
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).
Must be within 5 feet or have a musical instrument attack that can reach target
Echobind (Utility)
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).
Resonant Barrier (Aura Ability)
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.
Discordant Spike
A sharp note that pierces concentration. Target makes a Constitution save or lose concentration on a spell. On fail they also take psychic damage.
Vibrant Rally
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).
Sonic Grapple
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.
Reverb Shot (Ranged)
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.
Dissonant Cage (Control)
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.
Harmonic Redirect (Reaction)
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.
Crescendo Bolt
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.
Final Cadence (Ability)
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.
Transformations
Echoform
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.
+2 to AC, Resistance to thunder and psychic, Melee attacks gain +1d8 sonic damage
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
Cannot cast non-Muse spells, Requires concentration
Maestrom
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.
Float 5 feet, Difficult terrain ignored, Crescendo empowered
Sonic Vortex (action): pull creatures toward you 10 feet and deal thunder damage, Sustained Chorus (bonus action): maintain a minor healing tone
High Muse Point cost, Requires concentration
Auras
Inspiring Resonance
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.
Allies gain bonus damage when you activate Muse abilities
Triggered when you spend Muse Points
Discordant Field
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.
Enemies disadvantaged on Stealth; vulnerable to sonic
Action (costs Muse Points)
Harmonic Sanctuary
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.
Advantage on death saves; reduce area damage
Action
Companions
Echo Companion
Level 3A semi-ethereal companion formed from your motifs; it echoes your phrases and can scout or assist in combat.
Perception + proficiency, Stealth equal to your modifier
Echo-location 60 ft
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.
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
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)
Muse Points (Level 1)
Songcraft (Minor) (Level 2)
Prerequisite: Sonic Aptitude
Resonant Echo (Level 3)
Resource Cost: 1 Muse Point
Orchestrate (Level 6)
Prerequisite: Resonant Echo
Muse Mastery (Level 10)
Crescendo (Level 14)
Resource Cost: 3 Muse Points
Prerequisite: Muse Mastery
Living Symphony (Level 18)
Resource Cost: 5 Muse Points
Prerequisite: Crescendo
Final Cadence (Level 20)
Resource Cost: All Muse Points
Prerequisite: Living Symphony
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