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The Minstrel

"There you are, what are you doing? Get dressed" "Huh? Her visit isn't until tomorrow" "Indeed, someone else is looking for you" "... Are you sure?" "I am also surprised, they called you by name" "Is that so? fine, I'll get ready" "Hmm now what do you have here?" "Oh this? A gift from her of course, who else?" "I see. My my, it looks quite expensive— Ah!" "Oh you like it? The tip apparently makes it louder, neat huh" "Ugh, lets hope this new one becomes a regular, you surely could use more, and someone less... eccentric"


The Minstrel adopts an alternating playstyle, supporting their team with their music right before jumping into the fray with devastating attacks when the time is right.

Positioning is key in order to optimally use all of your abilities, stay close to allies to support them but don't stray too far from enemies in order to catch them off guard.

hit dice: 1d8
hit points at 1st level: 8+ your Constitution modifier
hit points at higher levels: 1d8 + your Constitution modifier per level after 1st
armor proficiencies: Light armor
weapon proficiencies: Battle Instruments
tools:
saving throws: Charisma, Dexterity
skills: Performance, Choose two from, Acrobatics, Persuasion, Sleight of hand
starting equipment:

  • "Harpsberd"
  • Worn Songbook
  • Mirror
  • Deck of Cards
  • Darts
  • Bottle of Perfume
  • Flask


spellcasting:

Spell Casting Ability

Charisma is your spell casting ability. Performing for others requires a touch of personal flair without any passion music is just noise.

Battle Song

You've never learnt how to fight, you've just been swinging your instrument around it looks brutish and clumsy but seeing it is also half of it, just wait till they hear it.

class features:

Tempo

Tempo is the speed in which your music is played, it can affect your spells and actions. Some abilities can be triggered at certain tempos. Actions and spells can change your current tempo.

Resting Ballad

During rests you can play music to help aid allies. Only one song may be played in a short rest. After the first song subsequent songs will cost time in long rests. Each song may only be played once per rest.

Worn Songbook

A well used book containing songs. Used in composing new songs.

Crescendo and Finale

Casting spells grants "Crescendo". Crescendo is then spent to perform a "Finale" which are powerful attacks.


Leveling Feats

Class Specialization

At 3rd level, Choose between which path to specialize in as a Minstrel. At levels 7, 11, and 15, you are granted feats of your chosen path.

Ability Score Improvement

At levels 4, 8, 12, 16, and 19, you may increase one ability score by 2, or increase two ability scores by 1. You can not increase a score by 20 using this feature.

Uplifting Melody

At 1st level, you can play a melody to uplift spirits during rests. Roll a 1d4, the amount rolled is the amount of burden it can clear.

The amount rolled increases to 1d6 at 8th level and to 1d8 at 9th level.

Soothing Song

At 2nd level, you can play a soothing song that alleviates wounds and injuries during rests. Roll a 1d6, you and allies who spend a hit die to heal are healed additionally by the amount rolled.

The amount rolled increases to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Awe Struck

At 5th level, upon landing a Critical strike on a target, you may deliver a one-liner, the target must succeed in a Wisdom saving throw or the creature is Charmed until the end of your next turn. Alternatively, a success is granted automatically based on the DM's discretion.

Counter Charm

At 9th level, if you or a creature that can hear is within 30 ft. of you fails a saving throw against an effect that applies Charmed or Frightened, you can take a Reaction to play a short melody to cause the save to be rerolled, and the new roll has Advantage.

Heart Breaker

At 10th level, your attacks now have advantage against creatures who are Charmed by you.

Audience Of One

This time I play for no one else but me, myself and I. If I play it right it almost sounds like music. They will call it noise, they will call it tasteless, but it's not for them. When I play it right it sounds just like music.

subclass options:

The Diva

The world is your stage and everyone else in it is either a fan or soon to be. Follow the path to becoming a true egomaniac that charms their foes.

A subclass that focuses on charming foes only to have lead them on.

Intoxicating Personality

At 3rd level, allies attacking a Charmed creature no longer ends that creature's charm. Charming a creature now applies 1 stack of "Captivated"

Die Hard Fans

At 7th level, casting non damaging spells on a Charmed creature reapplies Charm until the end of your next turn.

Finale: Heart Stopper

At 11th level, for 7 Crescendo you can now perform the Finale: "Heart Stopper"

Deal a powerful blow to a target. Deal 1 point of psychic damage for each stack of captivated the target has.

The target must succeed in a Constitution saving throw against your spell save DC or it is paralyzed until the start of your next turn. The roll is made with Disadvantage if the target is Charmed.

Main Character Syndrome

At 15th level, you become immune to being Charmed. Attacking a creature with Captivated now removes all Captivated, gain temporary Hit Points equal to amount removed until the end of Battle.


The Soloist

Your songs are only for you, it matters not who hears it. The only one who needs to hear it is already here.

A subclass that focuses on singlehandedly spearheading attacks.

Edge & Burnout

Edge increases physical damage dealt equal to its amount for one turn, lose all edge upon taking damage during your turn.

Burnout decreases physical damage dealt, Burnout decreases by 1 at the end of your turn.

Focus

At 3rd level, gain the following Actions;

Focus: As an action, removes all stacks of Burnout cleanse one condition of either Deafened, Charmed, or Frightened. Gain 2 Crescendo. roll a 1d4, on a 4 you are refunded an action.

Reckless Reprisal: As an action deal 1d8 of your weapon's damage type + Charisma Modifier. Gain 2 Burnout. Roll a 1d3, on a 3 you are refunded an Action. This action's damage increases by +2 on levels 7th, 11th and 15th

Extra Attack

At 7th level, you may now attack an additional time instead of once when taking the attack action on your turn.

Finale: Swift Encore

At 11th level, for 5 Crescendo you can now perform the Finale: "Swift Encore"

Perform multiple swift strikes on a target. If lethal, you are refunded an Action, gain +2 Edge.

Battle Song

At 15th level, Whenever you use an Action to cast a spell, you may make one weapon attack as a Bonus Action.

level

Abilities

1

Uplifting Melody

2

Soothing Song

3

Class Specialization

4

Ability Score Improvement

5

Awe Struck

6

-

7

Class Specialization

8

Ability Score Improvement

9

Counter Charm

10

Heart Breaker

11

Class Specialization

12

Ability Score Improvement

13

-

14

-

15

Class Specialization

16

Ability Score Improvement

17

-

18

-

19

Ability Score Improvement

20

Audience Of One


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