Musician

Overview

The Musician uses its instruments as weapons and can create different uses for your instruments. Each of its subclasses follows an important role of a band. Each of which offers a different role in combat between support, healing and debuffing.

Hit Points

Your Musician level determines your hit points.
Hit Points: 1d8 (5) + Constitution Modifier per Musician Level 

Proficiencies:

Armor: Light Armor
Weapons: Simple Weapons
Tools: Choose three instruments
Skills: Choose three from Athletics, Acrobatics, Insight, Performance, Persuasion and Stealth.
Saving Throw: Constitution and Charisma 

Equipment:

- Leather Armor and a Musical Instrument
- A Musical Instrument or a Simple Weapon
- Entertainers Pack or Explorers Pack
- two daggers or a hand axe 

Features:

Music Genre

Starting at 1st level, you study one type of Genre that your music falls under. When making an Intelligence check that has to do with your chosen Genre, you are considered proficient. Additionally, the first time you deal Thunder damage during your turn, you deal an additional amount of damage equal to your Proficiency Bonus. The type of damage is determined by your chosen Genre. This effect can only trigger once per turn. If you have more then one, you choose which damage type from your known Genre's. You choose an additional Genre at 9th and 17th level.
Hip Hop- Psychic
Dance- Lightning
Rock- Bludgeoning
Metal-Necrotic
County- Poison
R&B-Cold
Pop- Slashing
Reggae- Acid
Adolescent- Piercing
International- Force
Inspirational- Radiant
Alternative- Fire

Instrumental Talent

Also at 1st level, you have learned how to turn up the intensity with your instruments. When you are playing an instrument that you are proficient with, you can make attacks with it as if wielding a Weapon. Weapon Attack, Ranged 150/600 Damage 1d8 + Dexterity Modifier Thunder Damage.

Blind

Starting at 2nd level, as an action you can send a musical pulse from an instrument that you are proficient with. When you do the vibrations inform you of anything within 30ft of you as if you had Blindsense. When you reach 11th level, this increases to 60ft. You can do this a umber of times equal to your proficiency bonus. You regain all expended uses on a Short or Long Rest.

Role

When you reach 3rd level, you determine your placement in a band. Choose from Vocal, Handheld or Seated. You gain features at 3rd level and again at 6th,10th and 14th
Handheld
Seated
Vocal

Ability Score Improvement

Starting at 4th level you gain an ASI or a feat. You gain this feature again at 8th, 12th, 16th and 19th level.

Road of Resistance

Starting at 5th level, those around you feel your music making them more resilient. As an action, you can play an instrument that you are proficient with, you emit a 30ft aura. Creatures of your choice have resistance to each of your Genre damage types. This is considered a Concentration effect as if concentrating on a spell. You can maintain this effect as a bonus action. If you do not, the concentration is broken. You can still perform attacks with your Instrument while doing this. You can activate this effect a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest.

Amplify

Starting at 7th level, over a short or long rest you can magically enhance one of your instruments by turning it into a +1 instrument. This gives you a +1 bonus to all attack rolls, damage rolls and checks made with that instrument. You can only have one instrument enhanced this way. When you reach 11th level it becomes a +2 and a +3 at 15th level.

Break It Off

Starting at 9th level, when you activate your Blind feature you can also target a number of creatures within that area equal to your Proficiency Bonus. Those creatures must make Concentration Checks DC 8 + Proficiency Bonus + Dexterity Modifier. On a failure, if they were Concentrating on a spell, ability or other type of feature, they drop their Concentration.

Crowd Surf

Starting at 11th level, you can move through allied spaces without spending extra movement and you can move through hostile enemy spaces as if it were difficult terrain.

Encore

Starting at 13th level, whenever you use your action to make an attack with your Instrument that deals thunder damage, you can make a second attack as part of that action. You can choose new targets for the second attack.

Let's Get This Party Started

When you reach 15th level, when you and any allies of your choice within 30ft of you roll initiative, you can add or subtract your Charisma Modifier to their Initiative roll. You can do this after you see their roll.

Crowd Control

At 17th level, those around you follow your lead, as an action, each creature of your choice equal to 1d4 + your Charisma Modifier must make a Wisdom Saving Throw. DC equals 8 + proficiency bonus + Charisma Modifier. On a failure, you choose them to either kneel down or move up to half their movement speed in a direction of your choice. This cannot cause them to move into a harmful area such as a pit or off an edge. Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Genre Crossover

When you reach 18th level, you can now deal damage with all of your Genre's instead of just the one. Additionally, when you finish a Long Rest, you can temporarly change one of your Genre's to another one in the list. You can only have one changed at a time. When you use this effect, you cannot use it again for 2d4+2 days.

My Band

At 20th level, you can make sure you have your band wherever you go. As an action, you can target up to a number of allies within 60ft of you equal to your Charisma Modifier and give them a spiritual instrument that hovers around them. Choose which instrument each target gets. You can choose the same instrument for multiple targets. This effect lasts for 10 minutes. When you use this feature, you cant do so again until you finish a Short or Long Rest.

Drums: They gain 1d4+1 to all attack and damage rolls.

Piano: They cannot gain Disadvantage by any means.

Lyre: They canot drop below 1 hit point unless they take 10 or more damage. 

Harp: At the start of their turn, they regain 2d4+2 hit points.

Viola: They add 1d4+1 on all Saving Throws.