Minstrel Class

WARNING! This class is a work in progress! Use at your own risk, and only with the DM's permission!
### The Minstrel Fantasy

The minstrel should be able to enchant crowds with their music, making them see illusions and painting mental (or literal) pictures for them. Stronger minstrels can mentally influence people that listen to their songs, tugging at their emotions.

Minstrels are masters of illusion as well. No other class really leans into illusions, so the minstrel should fill that gap. Grander illusions should be possible earlier in a Minstrel's progression than in, say, a wizard's... but just because these illusions are grand doesn't mean they are unbalanced.

In combat, a minstrel can use their music to inspire and empower their allies while setting their will against their enemies. A minstrel rarely takes up a weapon themselves (unless they multiclass), preferring instead to let others do the active fighting.

When I take my subclass as a Minstrel, I should be able to change my role in the party slightly. Do I want to do more damage? What about stealth? Am I a trickster acrobat who is often performing in chaotic situations, a concert performer that enchants audiences with illusions and beauty? Perhaps instead a pied-piper, who compels animals and the weak-willed to dance to their tune?

### Related Pages

* Minstrel Class/PFSRD Reference
* Minstrel Class/Buff
* Minstrel Class/Charming
* Minstrel Class/Other
* Minstrel Spells

####  Quick Build

You can make a minstrel quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Constitution. Second, choose the Performer background.

### CLASS FEATURES

As a minstrel, you gain the following class features.

####  Hit Points

Hit Dice: 1d8 per minstrel level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels:  1d8 (or 5) + your Constitution modifier per minstrel level after 1st

####  Proficiencies

Armor: Light armor

Weapons: Simple melee weapons

Tools:  three musical instruments of your choice

Saving Throws: Constitution, Charisma

Skills:  Performance, plus any two you choose.

####  Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* Any simple melee weapon
* (a) a Diplomat's Pack or (b) an Entertainer's Pack
* (a) a lute or (b) any other musical instrument
* Two different costumes, for use in your performance

###  Musician of Magic (Lv.1)

Minstrels are mages that utilize their connection to the magic within all things to create supernatural effects on themselves and on those around them. As a minstrel, you are trained to channel your magic through song and performance. To represent this, you gain expertise in the Performance skill; double your proficiency bonus for all Performance checks.

Magical Instrument. You can only use a magically attuned instrument for your Minstrel abilities, and you must also be proficient in that instrument. Performing with this instrument requires the use of two hands. You can enchant a mundane instrument using your tools over the course of a long rest. (Can only have one at a time, etc etc.) You can instead use any magic item that functions as a musical instrument.

Melody Dice. Additionally, you have a pool of dice (d6s) called Melody Dice, which you can use at later levels to empower your Minstrel abilities. The number of dice you have increases based on your minstrel level, as shown on the Minstrel table. You regain any expended Melody Dice after completing a Short or Long Rest.

Melodic Inspiration. Any minstrel can use their magic to empower their allies. While you are playing a magical instrument, when an ally within 60 feet rolls an ability check, attack roll, or saving throw, you can use your reaction to expend and roll one of your Melody Dice. That ally may add the result as a bonus to their roll. This can only be used before the outcome is determined. You must be able to see the ally and they must be able to hear you.

###  Spellsong (Lv.1)

You can choose to perform specific pieces with your instrument, creating spell-like effects. These are known as ***Spellsongs***.

Preparing Spellsongs.  Flavor text -- You can prepare [CHA modifier] spellsongs when you complete a long rest.

Performing a Spellsong.  Using a magical instrument, you can begin a spellsong as an action, choosing from the spellsong options you have prepared. Performing a spellsong uses concentration (see the rules of spellcasting). The spellsong lasts until the start of your next turn, unless you choose to continue it using your action. As part of this action, you can change the effect of the song, choosing again from the options you have prepared.

The song lasts for 10 minutes, until you choose to stop performing as a free action, or until your concentration is broken (as if casting a Concentration spell). While performing a spellsong, you cannot concentrate on any spells or use other effects that require concentration. The song also ends if you are incapacitated, stunned, or paralyzed.

You use your Charisma whenever a minstrel spell or feature refers to your spellcasting ability. In addition, your Charisma modifier is used to determine the saving throw DC for your minstrel abilities.

* Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
* Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Affecting Targets.  For a creature to be affected by a spellsong, they must be able to hear you, and they cannot be incapacitated. If a spellsong requires a target to make a saving throw, it uses your Spell Save DC, as defined above. Any targets that failed a save against your spellsong and are engaged in combat may reattempt the saving throw against your song at the end of each of their turns, unless otherwise stated in the song’s description.

###  Minstrel Magic (Lv.2)

You can create several small magical effects without actively performing. When you cast minstrel spells, you must use a magical instrument as your spellcasting focus (see the rules of spellcasting).

Cantrips and Spellweaving. You learn three cantrips you choose from the minstrel spell list. You learn more cantrips as you gain levels in this class, as shown in the Minstrel table. Additionally, when you use your action on your turn to perform a spellsong, you can cast a minstrel cantrip you know as a bonus action.

Spells Known of 1st Level and Higher. You know three 1st-level spells from the minstrel spell list. The Spells Known column of the Minstrel table shows when you learn more minstrel spells of your choice. A spell you choose must be of a level no higher than what’s shown in the Spell Slots column for your level. Additionally, when you gain a level in this class, you can choose one of the minstrel spells you know and replace it with another spell from the minstrel spell list, which also must be of a level for which you have spell slots.

Casting Spells. The Minstrel table shows how many spell slots you have, as well as the level of those slots; all of your spell slots are the same level. To cast a minstrel spell of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Charisma is your spellcasting ability. You use the same DC, Attack Bonus, and casting ability for your spells as you do for your spellsongs.###  Performer Tradition (Lv.3)

At third level you have honed your abilities further, and selected a specialty to focus your performances on, building upon the style of other great performers. Your choices are all detailed at the end of the class description. Your choice grants you additional features as you level up in this class, as shown in the Minstrel table.

### Ability Score Improvement (Lv.4)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

###  Melodic Mastery (Lv.9?)

Your control over your magical powers grows. Whenever you spend and roll Melody Dice on an ability, you may add your Proficiency bonus to the roll's total.

###  Signature Song (Lv.13?)

Once you have been performing a spellsong uninterrupted for 2 rounds or longer, you can use your action to release a buildup of magical energy, causing a powerful effect which you choose from the options below. Once you have used this ability, you cannot use it again until you finish a Long Rest.

* Cast a 6th or 7th level spell from a very limited list
* Cause a massive buff
* Cause a massive debuff
* Make illusory objects real/tangible for 1 hour?

###  Spellsongs

* Full List
* Buff
* Charming
* Other
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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.)

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 *Bolstering, up to 3 creatures within 30 ft.*
 Countercharm
 *Bolstering, choose any creatures within 30 ft.*
 Basso Continuo
 *Bolstering, self or a creature within 60 ft.*
 Inspiration
 *Bolstering, self or a creature within 60 ft.*
 Steadying March
 *Bolstering, any targets within 30 ft.*
While you are performing this song, you can use a bonus action to cure one of these conditions on one creature you can see within range.

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 *Charming (CHA save), up to [CHA score] creatures within 90 ft.*
 Fascination
 *Charming Melody, up to [minstrel lvl.] creatures within 90 ft.*
A charmed creature which is not engaged in combat spends each of its turns listening to the song. The only action it can make on its turn is to move closer to you.
 Suggestion
 *Prerequisite: Minstrel Lv. 6*
 Frighten
 *Unique melody, any targets within 30 ft.*
 Dirge
 *Charming Melody (CON Save).  Any creatures within 30 ft.*
At 6th level, you can use a bonus action while playing a Dirge to empower its effects against a target. Choose one target in range; the target must save or take 1 point of Exhaustion.  A target which has saved against this effect is not immune to Empowered Dirge.

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 *Unique*
 Fortissimo
 *Unique, up to [Proficiency] creatures within 60 ft.*
When you reach 7th level, you can use Fortissimo as a bonus action while you are playing a different spellsong.

## Minstrel Colleges

 Combat Role
 Non-Combat Abilities

* Acrobat
* Performer
* Silvertongue

## Acrobat

The acrobat is a street performer, capable of drawing crowds with their spellsongs and holding their attention with their antics. In combat, these skills also come in handy -- an acrobat can deftly avoid blows while needling their opponents, distracting or taunting these targets while their allies take advantage of the openings created.

## Performer

The performer focuses on evoking feeling in their audiences. Their abilities can create marvelous illusions as they perform, and even paint pictures in the minds of their audience. These master storytellers are most at home in a concert hall, but in combat they can use these abilities to rejuvenate their allies and confuse their foes.

###  Concert Piece (Lv.3)

Once per short rest, you can perform this unique spellsong. This follows all the normal rules for spellsongs, except that it can last up to an hour as long as you continue performing without changing to a different spellsong.

Your music tugs at the emotions of listeners, making them feel what you wish to convey through your notes. If your song tells a story, targets are further affected, vividly immersed in the drama and emotions of your performance. When you start the concert piece, and again at intervals of 1 minute (10 rounds) during your performance, you may choose one of the following effects to create. The range for these effects is 60 feet.

* ***Illusions.*** You conjure illusions that must fit within a 20-foot cube centered on a point within range, as if casting the Major Image*3rd-level Illusion*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Conc, 10 min
20-ft cube illusion includes visible, audible, olfactory, temperature; 1 a move it; SL6: no conc.; see book spell. You can change the illusions as part of the action you use to perform this spellsong on your turn.
* ***Accompaniment.*** You create the illusory sounds of up to three other instruments playing alongside you, harmonizing with your music. Alternatively, they can play while you sing or speak as part of the performance.
* ***Evoke Imagination.*** Choose a number of creatures equal to your Charisma modifier plus half your Minstrel Level (round down). For the next minute, you may telepathically communicate an image to all affected targets. You may change the image as part of the action you use to perform this spellsong on your turn. If a target is hostile or unwilling, they can make a Wisdom saving throw against your spell save DC to be immune to this effect for 1 minute.
* ***Evoke Emotion.*** Choose a number of creatures equal to your Charisma modifier plus half your Minstrel Level (round down), and choose a basic emotion (fear, hope, longing, guilt, sadness, joy, etc). Your targets must make a Wisdom saving throw against your spell save DC. Targets that fail have their emotions pushed in the direction you chose. You cannot magically control the object of a target’s emotion (for example, you could choose longing, but couldn’t choose what the target is longing for).
* ***Evoke Repose.*** Choose a number of creatures equal to your Charisma modifier. For the next minute, as long as your targets remain in range, are listening to your performance, and are not engaged in combat or other strenuous activity, they gain advantage on all saving throws and may re-roll results of 1 on any die.

While playing, or up to an hour after completing your performance, you may treat any Charisma-based roll you make as a Performance roll instead, when rolling against a creature that failed any save against your performance.

###  Restorative Tunes (Lv.5)

As a bonus action while performing any spellsong, you can choose a creature within 60 feet that you can see and that can hear you. You may expend and roll a Melody Die, and grant that creature temporary hit points equal to the total of your roll.

###  Concert Mastery (Lv.9)

When you perform a concert piece, you can choose two effects instead of one. You may choose the same effect twice if you wish.

## Silvertongue

The silvertongue's music is irresistible, whether it is toe-tapping and wild or somnolent and calming. They layer magical charms into their songs, compelling listeners' bodies to obey. These powerful abilities are often viewed with suspicion by folk who know what they can do, but sometimes a silvertongue's abilities come in handy for driving out plagues of rodents or putting brawlers into a magical sleep.

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