Archetype - Muse

## The Inspiring Muse

The Muse represents Characters in fiction who inspire, support or lead other Characters. They can be charming musicians, charismatic military leaders or humble mentors. The Muse is a Character who understands the importance of language and creativity, and relies on them to further their goals. They also are in touch with the deeper narrative fabric of the world. Their charm is so potent they seemingly have diegetic control over the fictional worlds in which they live, and through that power they are able manifest a broad range of magical phenomena.

### Features

The Muse gains ways to improve both their success and the success of others in Skill Checks. They also gain Spellcasting which draws on all of the traditions of magic, and is predominantly focused on influencing Characters and reshaping the World to fit their vision. As they progress, they are able to learn addition spells from outside the usual spells available to them.

### Recommended Ability Bonuses

* High Charisma
* Good Endurance and/or Dexterity.

### Alternate Names

* High Fantasy Settings: Bard
* Historic and Modern Settings: Muse
* Futuristic Settings: Speaker

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Muse.

### Skill

* You gain either the Creativity, Lore or Social Skill (your Choice)
	+ If you already have one of these three Skills, you may gain any Skill of your Choice.

### Weapon and Armor Training

* Trained in Simple and Advanced Weapons
* Trained in Light Armor

### Saving Throw Skills

* Skilled in Dexterity Saving Throws
* Skilled in Charisma Saving Throws

### Cantrip

* You learn one Cantrip of your choice from the Creation Spell List.
* Charisma is your Spellcasting Ability for this Spell.

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 5 for each level of this Archetype you have.

### Additional Tool Skill and Language

* You become Skilled in one of the following Sets of Tools: Calligraphy Supplies, a Musical Instrument or Painters Tools
* You learn one additional Language of your choice.

### Will

* You gain a resource called Will Points, which represent your profound connection to the Natural World to create extraordinary effects, such as those granted by your Inspiration feature.

* When you gain this feature you have two Will Points.
* You regain all Will when you finish either a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* The maximum amount of Will Points you have increases whenever you gain the Additional Will feature from this Archetype, or from another Archetype, or from a Theme which also grants this feature.

### Inspiration

* You have a knack for Inspiring those around you to achieve great things
* When a Character within 60ft of you which you can see makes Check, you may as a Reaction expend a Will Point to add a roll of your Expertise die to the Result of the Check.
	+ You may use this feature after it is determined whether the Check was a Success or a Failure but before the outcomes of the Check are resolved.

### Expertise Die

* At Level 1 your Expertise Die is a d4. This die represents your Character's ability to succeed in situations in which they have significant experience.
* At levels 5, 9, 13 and 17 of Muse, the Improved Expertise Die feature increases the size of your expertise die to a d6, a d8, a d10 and a d12 respectively.
	+ If you gain the Improved Expertise Die feature from another source (such as the Trickster or Explorer Archetypes), increase the Expertise Die by one size category up to a maximum die size of a d12.

### Spellcasting: Creation

You have learned to reshape reality using your control over language and creativity, granting you the ability to Cast Spells from the Creation Tradition of Magic.

All Spells you learn through this Archetype, or the Themes granted by this Archetype may be referred to as Muse Spells.

#### Cantrips

* Cantrips are a subset of Spells which you may use with the Cast a Spell Action without expending Mana.
* You learn one Cantrip of your choice from the Creation Spell List.
* You learn additional Cantrips from this list you gain levels in this Archetype, as shown in the Cantrips Known column of the Muse Archetype features Table.
* You may change any number of Cantrips gained through this Archetype for other Cantrips on the Creation Spell List when you Level Up.

#### Mana

* Mana is a resource which Characters may expend to Cast levelled spells of between 1st and 5th Level.
* When you gain the Spellcasting feature, you have one Mana point.
* When you gain the Additional Mana feature from this Archetype, another Archetype or another Feature, your Mana increases by one. You cannot have more than 10 Mana.
* When you Cast a Spell of between 1st and 5th Level, you must expend an amount of Mana equal to the Spells level. The Spell fails if you are unable to provide sufficient Mana.
* You regain all expended Mana when you complete a Long Rest, or when you use the Recharge Action.
* You are able to use the Recharge Action twice. You regain the ability to use the Recharge Action twice after you complete a Long Rest.

#### Upcasting

* Some Spells grant additional benefits when additional Mana is spent during their Casting. This is referred to as Upcasting.
* The Maximum Mana you can spend on a Spell is equal to the Highest Spell Level you may learn (see Max Spell Level in the Archetype features Table)

#### Greater Spells

* You cannot expend Mana to Cast a Spell of 6th Level or higher.
* At 11th, 13th, 15th and 17th Level of this Archetype you gain the ability to Cast a Spell of 6th, 7th, 8th and 9th Level respectively.
	+ You may also Upcast Spells of lower Level with this feature, Casting them as though you expended Mana equal to that Spell Level.
* You may Cast a Spell in this way once for each Spell Level described. You regain the ability to Cast Spells in this way when you complete a Long Rest.

#### Spells Known of 1st Level and Higher

* You may know up to two Spells at a time, and you may choose these Spells from the Creation Spell list.
* The number of Spells you may know at any time increases as you gain levels in this Archetype.
* Whenever you gain the Additional Spell Known feature from this Archetype or another Archetype or feature, you may learn an additional Spell, and you may choose this Spell from the Creation Spell List.
	+ For New Players, we recommend that whenever you may learn an additional Spell, you learn a Spell of the highest Spell Level available to you (see Additional Spellcasting Rules for Muses).

#### **Spellcasting Ability**

* Charisma is your Spellcasting ability for your Gifted Spells. Your magic comes from your ability to communicate ideas and creatively reimagine the world around you.
* You use your Charisma Bonus whenever a Spell refers to your Spellcasting Ability.
* In addition, you use your Charisma Bonus when setting the Saving Throw DC for a Muse Spell you Cast and when making an Attack roll for such a Spell.
	+ **Spell save DC** = 8 + your Skill Bonus + your Charisma Bonus
	+ **Spell Attack Bonus** = your Skill Bonus + your Charisma Bonus

#### **Ritual Casting**

* You can Cast any Spell you have learned as a Ritual if that Spell has the ritual tag.
* The Duration to Cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend Mana.
	+ Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Additional Spellcasting Rules for Muses

##### Maximum Spell Level

* The maximum level of a Spell you may learn through this Archetype is equal to half your Spellcasting level rounded up, up to a maximum of 9th level.

##### Changing Spells Known

* Whenever you level up, you may change any number of Spells learned through this Archetype for other Spells you may learn from the Creation Spell List.
* These Creation Spells may be of any Spell Level available to you through this Archetype, but we recommend having a balanced number of Spells from each Level.

**Spellcasting Focus: Tools of Creation**

* You may use a Spellcasting Focus whenever a costless material component is required to perform a Muse Spell.
* You may use a range of tools or objects as a Spellcasting focus. A writer may use a pen, an artist might use a paintbrush, a musician may use a musical instrument, a conductor a baton, a poet or writer may use pages with their written prose.
* Choose one such object which may be easily held in one hand which would act as a Spellcasting focus for your Muse Spells.
	+ You may not choose a Weapon or an object you may wear such as a Shield or piece of clothing or accessories as a Spellcasting Focus unless a feature specifically grants you that ability.
* You may have only one Spellcasting Foci capable of Casting Muse Spells at a time, and you may change the objects representing your Spellcasting Foci at the end of a Long Rest.
* If you lose a Spellcasting Foci, you may replace it by performing a 10 minute Ritual in which you prepare another suitable object for the task.
	+ Whether an object is deemed suitable or not as a Spellcasting Focus is at the GM's discretion.

## Level 2

### Inspiring Words

* You can spend 1 minute speaking inspiring words or performing an inspiring act such as giving a speech, singing a song or dancing.
* When you do so, expend a number of Will Points. For each Will Point you expend, the Damage taken by yourself and up to six allies is reduced by an amount equal to two Rolls of your Expertise Die.

### Jack of All Trades

* When you make a Skill Check and you do not add your Skill Bonus to the result, you may add half your Skill Bonus (rounded down) to the result of the Check.

### Expertise

* You gain Expertise in one Skill and one Tool in which you are Skilled
* Whenever you make a Skill Check using a Skill or a Tool you have Expertise in, you may add one roll of your Expertise Die (See Below) to the result.
	+ If a Skill Check benefits from multiple instances of Expertise, roll the Expertise Die with Advantage.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Prodigy Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.

### Magical Secrets (1st Level)

* Muses are able to acquire additional Spells from a range of sources and add them to their repertoire.
* Choose one Spell of 1st Level, or a Cantrip, from any Tradition of Magic.
* You learn this Spell, it is considered a Muse Spell from the Creation Tradition of Magic to you, and it does not count against the number of Spells you may learn.
	+ When you Level Up, you may change the Spell chosen with this feature
* As you gain levels in this Archetype you may learn additional higher level Spells using the Magical Secrets feature.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Mana, Cantrip and Spell Known

* Your Mana Point Maximum increases by one.

* You learn one additional Cantrip from the Creation Spell List.
* The number of Spells you may know at a time increases by one.

## Level 5

### Improved Expertise Die

* Your Expertise Die increases from a d4 to a d6.

### Additional Mana, Will and Spell Known

* Your Will Point Maximum increases by one.
* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

### Magical Secrets (2nd Level)

* Choose one Spell of 2nd Level or Less, or a Cantrip, from any Tradition of Magic.
* You learn this Spell, it is considered a Muse Spell from the Creation Tradition of Magic to you, and it does not count against the number of Spells you may learn.
	+ When you Level Up, you may change the Spell chosen with this feature

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 7

### Magical Secrets (3rd Level)

* Choose one Spell of 3rd Level or Less, or a Cantrip, from any Tradition of Magic.
* You learn this Spell, it is considered a Muse Spell from the Creation Tradition of Magic to you, and it does not count against the number of Spells you may learn.
	+ When you Level Up, you may change the Spell chosen with this feature

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Mana, Cantrip and Spell Known

* Your Mana Point Maximum increases by one.
* You learn one additional Cantrip from the Creation Spell List.
* The number of Spells you may know at a time increases by one.

## Level 9

### Improved Expertise Die

* Your Expertise Die increases from a d6 to a d8.

### Additional Mana, Will and Spell Known

* Your Mana Point Maximum increases by one.
* Your Will Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

### Magical Secrets (4th Level)

* Choose one Spell of 4th Level or Less, or a Cantrip, from any Tradition of Magic.
* You learn this Spell, it is considered a Muse Spell from the Creation Tradition of Magic to you, and it does not count against the number of Spells you may learn.
	+ When you Level Up, you may change the Spell chosen with this feature

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 11

### Greater Spell: 6th Level

* You may Cast a 6th Level Spell you know, or upcast a lower level Spell at that Level.
* You may Cast a Spell in this way once, and you regain the ability to do this again when you complete a Long Rest.

### Magical Secrets (5th Level)

* Choose one Spell of 5th Level or Less, or a Cantrip, from any Tradition of Magic.
* You learn this Spell, it is considered a Muse Spell from the Creation Tradition of Magic to you, and it does not count against the number of Spells you may learn.
	+ When you Level Up, you may change the Spell chosen with this feature

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Additional Skill, Tool Skill and Language

* You gain one Skill of your choice
* You learn one Language of your choice
* You become Skilled in one Set of Tools of your choice

### Expertise

* You gain Expertise in one Skill and one Tool in which you are Skilled

## Level 12

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 13

### Improved Expertise Die

* Your Expertise Die increases from a d8 to a d10.

### Additional Will and Spell Known

* Your Will Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

### Greater Spell: 7th Level

* You may Cast a 7th Level Spell you know, or upcast a lower level Spell at that Level.
* You may Cast a Spell in this way once, and you regain the ability to do this again when you complete a Long Rest.

### Magical Secrets (6th Level)

* Choose one Spell of 6th Level or Less, or a Cantrip, from any Tradition of Magic.
* You learn this Spell, it is considered a Muse Spell from the Creation Tradition of Magic to you, and it does not count against the number of Spells you may learn.
	+ When you Level Up, you may change the Spell chosen with this feature

## Level 14

### Theme Improvement

* You unlock the 14th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 15

### Greater Spell: 8th Level

* You may Cast an 8th Level Spell you know, or upcast a lower level Spell at that Level.
* You may Cast a Spell in this way once, and you regain the ability to do this again when you complete a Long Rest.

### Magical Secrets (7th Level)

* Choose one Spell of 7th Level or Less, or a Cantrip, from any Tradition of Magic.
* You learn this Spell, it is considered a Muse Spell from the Creation Tradition of Magic to you, and it does not count against the number of Spells you may learn.
	+ When you Level Up, you may change the Spell chosen with this feature

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Creation Spell List.
* The number of Spells you may know at a time increases by one.

## Level 17

### Improved Expertise Die

* Your Expertise Die increases from a d10 to a d12.

### Additional Will and Spell Known

* Your Will Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

### Greater Spell: 9th Level

* You may Cast a 9th Level Spell you know, or upcast a lower level Spell at that Level.
* You may Cast a Spell in this way once, and you regain the ability to do this again when you complete a Long Rest.

### Magical Secrets (8th Level)

* Choose one Spell of 8th Level or Less, or a Cantrip, from any Tradition of Magic.
* You learn this Spell, it is considered a Muse Spell from the Creation Tradition of Magic to you, and it does not count against the number of Spells you may learn.
	+ When you Level Up, you may change the Spell chosen with this feature

## Level 18

### Improved Inspiration

* When you Roll an Expertise Die as part of feature which expends a use of your Inspiration, roll the Expertise Die with Advantage.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 20

### Unlocked Secrets

* You learn the Wish Spell.
* This Spell does not count against your number of Known Spells, and is treated as a Muse Spell from the Creation Tradition of Magic.
* When you use this Spell to recreate a Spell of 8th Level or Less, you may choose to replace the Spell learned through the Magical Secrets (8th Level) feature with that Spell.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode