Minstrel Class/Spellsongs

Reference

Minor (No Melody Dice required)

* Countercharm -- allies use your Performance check instead of saves vs. Charm effects
* Basso Continuo -- allies use your Performance check instead of Concentration Saves
* Cat-Step -- you and allies adv. on falling Prone, plus gain Feather Fall.

Category Songs

* Buff 1 -- Choose one of the benefits to grant each round. +2 AC... Adv. on checks for 1 ability...
* Protection 1 -- Choose a creature type. Target ally/allies can't be charmed, frightened, or possessed by them, gain advantage on saves vs. conditions they would inflict, and attacks by that creature type vs. your targets have disadvantage.
* Nature Bond 1 -- Charm animals and plants to listen. Must save or be charmed. You can ask a favor from a number of them after you end your song.

Medium (uses Melody Dice, unlock at Lv. 1-3)

* ***Aria Dolorosa*** -- Spend 1-3 Melody Dice, and choose a creature within 60 feet. They regain hit points equal to your roll plus your Charisma modifier. Unless your spellsong is interrupted, you can use your reaction at the start of another creature's turn to heal them for the same amount. They must also be within 60 feet of you.
* ***Archer's Adagio*** -- Spend 1-3 Melody Dice and roll them. Ranged attack projectiles that enter a 15 foot sphere centered on you (or target anything in the same area) suffer a penalty to their attack roll equal to your roll.
* ***Pianissimo*** -- Your magic stills the air around you in a 20-foot sphere. Creatures in this area cannot make any sound or hear any sound besides your soft music, and they cannot cast spells that require a verbal component. No creature outside of the sphere can hear anything from within. When you finish playing this song, you must expend a Melody Die.
* ***Gaia's Grace*** -- Spend any number of Melody Dice. Your music attracts the attention of animals and plants within 120 feet, up to a number equal to your roll, if there are that many available. You may choose specific targets if you can see them and they can hear you. Targets must succeed a Wisdom save or be charmed to listen to your song until you finish performing. Afterwards, if you have performed uninterrupted for at least 1 minute, you may choose one of the following effects:
	+ *Answer Questions* -- You may ask your listeners up to 5 questions about the area or creatures living within 3 miles of your location, which they must answer truthfully to the best of their knowledge.
	+ *Carry a Message* -- The swiftest of your listeners can carry a message, as in the Animal Messenger*2nd-level Enchantment*
	**Casting Time:** 1 a
	**Range:** 30 ft
	**Components:** V,S,M
	**Duration:** 24 h (Ritual)
	Tiny beast delivers 25 word message up to 25 miles (50 miles if flyer); +48h/SL duration spell. Plants can whisper a message to a creature that passes nearby them, but cannot otherwise deliver your message.
	+ *Lead The Way* -- You request guidance to a landmark within 3 miles of your location, which one or more of your listeners must do their best to guide you towards for the next 8 hours.
	+ *Pass a Warning* -- You convince your listeners of the danger of a specific creature you describe, or the importance of locating them. For 24 hours (or longer at the DM's discretion), while you are within 3 miles of this location, the animals and plants will give you warning if they detect the creature you describe.
	+ *Request Passage* -- Your listeners will not hinder or harm you or your allies for 48 hours, unless you harm them or act in an otherwise hostile way. Plants can bend or move limbs to allow you passage.
* ***Espressivo*** (RP) -- Spend 1-3 Melody Dice and roll them. Choose a number of non-hostile creatures equal to your roll; they must be within 60 feet and be able to hear you. After a target has listened to you perform this spellsong uninterrupted for at least 1 minute, you gain advantage on all Charisma checks directed at that target for 10 minutes.
* ***Tarantella*** -- This lively piece evokes dancing, yet listeners' limbs can betray them. While you are performing this spellsong, you can choose to expend and roll one or more Melody Dice at the start of a creature's turn. Their movement speed is reduced by a number of squares equal to your roll.
* ***Shanty*** -- This song invigorates your limbs, beasts of burden, and even the winds and currents to aid you, while you and your party are traveling with a party by foot, steed, carriage, or boat. Choose one of the following effects, expending a Melody Die for each hour you perform:
	+ Your party's travel speed is increased by 20% while you perform.
	+ Your party has advantage on saving throws against extreme weather effects while you perform.
* ***Fortissimo*** -- Your music is magnified for three target creatures you choose within 30 feet. Spend and roll any number of Melody Dice. Targets must make a Constitution save or take thunder damage equal to your roll plus your Charisma modifier. You may also choose to deafen your targets until the end of their next turn on a failed save.
* ***Fuerza*** -- Your tune changes to forceful chords. Spend and roll any number of Melody Dice, and choose any Large or smaller creatures and objects you can see within 30 feet of you. Targets are pushed directly away from you a number of feet equal to your roll (round up to nearest 5), and must make a Strength save or be knocked prone.
* Pastorale -- Allies are cured of a minor condition.
* Frighten -- Targets save or be Frightened of you (reattempt at end of turn) (once saved, immune for 24 hrs)
* Fuerza -- Large or smaller creatures and objects you choose are pushed a number of feet equal to Melody Dice roll (round up to nearest 5), knocked prone, and take thunder damage.
* Tranquilla -- Creatures you choose within 60 feet of you must make a WIS save or suffer the effects of the Calm Emotions*2nd-level Enchantment*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S
**Duration:** Conc, 1 min
20-ft rad all humanoids save or you suppress either charm/fear effects or hostility spell.

Major (unlock at higher Minstrel levels)

* Steadying March -- allies use your Performance check instead of saves vs. Fright, Paralysis, or Stun effects
* Dirge -- Save or take 1 point of exhaustion. Cannot affect creatures with 2+ points of exhaustion.
* Lullaby of the Ancients (RP) -- Sleep spell, but uses saving throws against a single target.
* [unnamed] -- Choose an extraplanar creature type. They are debuffed or calmed.
* Spellcasters Bane -- Targets have disadvantage on Concentration Checks. Can use your Reaction to counter a spell from a creature you can hear within 60 ft, by spending Melody Dice.
* Ballad of the Four Winds (RP) -- Can control weather to be gentler or harsher, improve travel conditions or visibility, or change wind direction.
* Accelerando -- Allies gain an extra Bonus Action, which they can use to Dash.

Unused

* Fortify -- give TempHP to allies (moved to Performer)
* Magika -- Replicate a spell (?)
* Inspiration -- While playing, can spend Reaction to add Melody Dice roll to an ally's save, atk, or ability check. (Moved, this is now a core Lv1 ability not a spellsong.)