Composition

**Composition**, used interchangeably with the term **composing**, is the art of gathering, manipulating, and drawing upon the power of the notes of the Warsong. Ever since Prehistory, the countless notes of the Warsong, the primal beat of the world's rhythm, have been scattered across Spokenword. These notes contain small fragments of power inside of them, allowing people who study and utilize them to gain their power by grafting the notes onto themselves. These people are known as composers, and are often adventurers, scholars, soldiers, or even conquerors. The most well-studied and knowledgeable of composers are known as maestros, and they are usually the ones who can identify notes as well as most properly create *composing staves*. They are celebrated as experts in the composing world and often found in composing guilds across the world, selling their services.

There seems to be no shortage of notes of the Warsong and composers travel near and far to seek them out in the ruins of the old world, in hidden caches set up by composers long since past, or perhaps even they steal them from the bodies of composers who have been slain over their notes. Being a composer is a dangerous profession and one you can never truly escape from.

## The Logistics of Composition

The Warsong, while it is a mostly enigmatic force, seemingly innate to the Tempered Planes' very existence, does follow a set of rules. It always beats to a 4/4 time signature, even if its rhythm and the time between these beats is not comprehensible by inhabitants of the world. The knowledge of the Warsong's time signature allows composers to gather the scattered notes of the Warsong and attribute them to their own bodies in a 4/4 time signature, which then grants them the power of those notes. This is the core function of the art of composition and it has many steps to achieve results. However, once they are all complete, a composer can utilize the power of the Warsong to improve their combat ability, their skillfulness, utility, and even become able to preform special maneuvers in combat that are timed to the rhythm of the Warsong, known as rhythmic actions. With these powers, many composers have become strong enough to create empires and topple kings, such as the Warfather and Great Lord Reayon I.

### The Nature & Properties of Notes

Notes are just as they say they are. They are the individual sounds of the Warsong, manifested into physical form, and scattered across Spokenword. Regardless of the type of the note, they are roughly the size of a human thumb and radiate a distinct magical aura, from faint to very strong, based on the potency of the note. They can magically reside on any solid surface that is large enough to support them. This means that a note can physically exist on a rock, sheet of paper, or any other physical material. However, if a note's physical support is destroyed, such as tearing the paper it resides on, the note is also destroyed and the magic of it is lost, even if it is somehow put back together. However, trying to attack the note itself: either by physical scratching or magical assault, will yield no benefits. The note itself is indestructible, unless its physical backing-- its link to the physical world-- is destroyed.

Notes have a few different properties, both physically present and in terms of their magical effects. First of all is the *size* of the note. Similar to music theory, there are quarter notes, half notes, and whole notes. They how much of each measure of Warsong's 4/4 time signature they take up, being a 1/4, a 1/2, and a whole measure, respectively. There are also notes of rest (quarter rests, half rests, whole rests) but they are very rare and usually have aberrant and irregular properties compared to other notes, so they must be studied on a case-by-case basis. Those familiar with music theory may note that the existence of notes shorter than a quarter note, such an eighth or sixteenth note, do exist, but the Warsong seems to contain none of these notes. Regardless, the size of a note is usually obvious and it dictates how much space it takes up on each measure of a composing staff (which will be discussed later).

Next, there is the *potency* of the note. This property, unlike size, is not physically apparent and must be either analyzed by a maestro or composed upon oneself's staff in order to discern it. Potency is usually expressed as a numeral (I, II, III or even rarely, IV) that is found at the end of the note's name. For example, a *Quarter Note of Slashing I* has a potency of 1, due to the numeral I. This usually affects how strong the *effect* of the note it and how much *rhythm* it provides. A note's potency can be upgraded by sacrificing other notes to it. One must sacrifice an amount of notes (of equal or greater potency) equal to twice the potency of a note in order to upgrade it, in example, a note with a potency of 1 requires 2 notes of potency 1 or higher to upgrade it, while a note with a potency of 2 would require 4 notes of potency 2 or higher to upgrade it. This procedure is very complex and possibly dangerous and should be left to the duty of experienced maestros only. Some notes, however, either lack a potency due to their uniqueness or cannot be upgraded.

Next, there is the *rhythm* of the note. This property of a note, similar to potency, can only be discerned by a maestro or when the note is composed upon one's self. The rhythm of a note is a value that shows how many rhythm points it provides for utilizing rhythmic actions (which will be discussed later). There is no maximum for rhythm points and they simply equal the sum of all of your equipped notes' rhythm values. You regain any expended rhythm points (if any) when you finish a long rest, as you take time to convene with the Warsong's rhythm.

Finally, there is the *effect* of the note. This property of a note, similar to potency, can only be discerned by a maestro or when the note is composed upon one's self. The effect of the note dictates what benefit or power a composer gains when they have composed the note upon themselves. For example, the *Quarter Note of Slashing I* has an effect that increases all slashing damage the composer deals by 1. That, of course, is a low potency effect on a quarter note. Generally, the larger the size of a note, the stronger its effect is. Effects of notes CAN stack with one another, but some notes have prerequisites that a composer must meet before they gain the effect of that note.

### Composing Tools & Composing Staves

The first part of composition lies in the ability to do it at all-- the first step in composing notes is having a place to compose them unto. By the nature of notes, they can be very difficult to move from surface to surface without destroying them, but with the help of a *composing knife*, this can be easily mitigated. A composing knife is a small magical knife (dagger weapon properties) that usually costs around 20 gold and can be used to move notes from surface to surface without destroying the note. Many maestros have the ability to create composing knives and some bards who follow the college of rhythm are able to transfer notes without the need of a composing knife. While it would be possible to use a composing knife to put a note onto your body, a composer will not gain the effects of that note or learn its properties unless the note is composed upon a *composing staff*.

A composing staff is a magical carving on a composer's body that depicts empty measures of sheet music. They are easy to create by anybody with a composing knife, but good ones can only be created by maestros (the more experienced the better). Staves can be quite taxing on composers, so novice composers usually only ever have a measure or two upon themselves. Once a composing staff is inscribed upon a composer, it does not EVER come off, unless the part of the body it is on goes with it. Many know composing staves as "marks of death" or "rites of competition" due to their permanence, denoting that the individual who has one can possibly bear notes or is in competition for them. It makes you a target. Due to this, many composers decide to get their staves inscribed on discrete places, like in the middle of a chest or the side of an arm, where they can be easily hidden with clothing and armor. Getting one's staff first inscribed is a memory most composers will never forget, as it permanently brought them into the life and art of composition.

Composing staves are made up of a *clef* and *measures*. A clef, which is either *treble* or *bass*, is the sign that denotes the start of a composing staff. In music theory, the different clefs mean different things for the pitch and properties of the following notes, but in composition, they are the link between the physical body and the rhythm of the Warsong. The type and depiction of the clef does not matter much as long as it is properly drawn in order to activate the staff and stylized clefs are often used as "signatures" to mark a maestro's work. Special engravings made by a maestro (or composer) around the *clef* can enchant it with many possibilities, such as the ability to visit Silent Glen or being able to use tier II or higher *rhythmic actions*. These engravings are known as *inscriptions*, and similarly to notes, exist in a semi-physical magical form that must be inscribed onto the body in order to activate their effects.

Measures are what notes can be composed upon. Made up in 4/4 time signature, each measure can hold an amount of notes that has a size value that totals 1. Potency, effect, and rhythm values bear no difference on how many notes can be put on a measure. Once a note is composed upon a measure that is on the body of a composer (dealing 2 magical piercing damage times the potency of the note), the composer gains the effect of that note. It also becomes more and more complicated to create successful and functional measures as composing staves get longer and longer, which makes both physically harder and more expensive to get more and more measures on your staff. Though it depends on your maestro, the first inscription of a staff usually only costs about 25 gold, but gets exponentially more expensive from there, with a second measure costing around 100 gold, a third can cost around 500 gold, and so on.

#### Silent Glen

As a note to be made when discussing tools composers use, it would be a crime not to mention the town of Silent Glen. It is a place almost all composers know of, located somewhere within the plane known as The End of Time, Silent Glen exists as a timeless and phantasmal place that composers can visit in their dreams to trade notes, meet with maestros, and challenge themselves to dungeons made up of memories known as "dream raids" where notes and magic items, lost to time, can be recovered from the depths of memories. The only catch, however, is that Silent Glen only exists within the dreams of composers. When a rare clef inscription is composed upon one's self, known as a *Inscription of the Glen*, and activated by carving a circle around it with a composing knife (this uses the same logic and rules as composing notes upon one's self) that composer will visit Silent Glen once they sleep. To awake from Silent Glen, one only needs to will it, as if commanding one's self to awake from a lucid dream.

There are two different "instances" of Silent Glen. A "local" version and a "timeless" version. When Silent Glen is visited by Composers who are *harmonized*, they will visit the "local" Silent Glen with their *harmonized* allies and will be able to interact with all other composers who are also *harmonized* (though they need not be harmonized with you) and are dreaming that night. When a composer is not *harmonized* and they sleep with their *Inscription of the Glen* active, they will visit the "timeless" version of Silent Glen. Within the "timeless" Glen, time moves non-fluidly and composers can interact with any other composers who are not *harmonized*, even those from the near past or future, which is made possible due to special exceptions by the deity Tairais, the Keeper of Time. However, talking of current events can pose a threat to the timeline and is strictly forbidden. All events discussed in Silent Glen must be in vague terms to preserve the integrity of the timeline.

The functions and creation of Silent Glen are a strange mystery to many and many infer them as the same type of entity as the Warsong itself: a primal fact of existence. As long as composing has existed, Silent Glen has existed to, serving composers and acting as their point of respite, with a long history of different Grand Maestros overseeing it and making partnerships with Tairais. For more information, see Silent Glen or The End of Time.

### Rhythm Mechanics & Harmony

#### Harmony

A composer can choose to go under a special ceremony where they all inscribe a specific symbol above their *clef* using a composing knife (this uses the same logic and rules as composing notes upon one's self). Then, if the symbol is not already in use by another *harmonized* group, they become *harmonized* with one another, linking their composing staves and rhythm to one another. There is no limit to how many creatures can be *harmonized* with each other. Harmonization sometimes allows composers to share the effects of notes they have, but more importantly, it allows them to chain their rhythmic actions together when a rhythmic chain occurs.

To end a harmonization, each composer can voluntarily withdraw from it on their own volition by drawing a line through their *harmony symbol* with a composing knife, which should dispel the symbol, removing it from one's skin and ending the *harmonization*. For the sake of visiting Silent Glen, a composer can start a *harmonization* that only includes themselves by inscribing a harmony symbol that looks like the initials "SG".

#### Rhythmic Actions

Once a composer has "completed" a measure of their composing staff by filling it completely with notes that have a size equal to 1, they gain the use of their class's rhythmic actions. A rhythmic action is a special power or maneuver that can be preformed in accordance and in beat to the rhythm of the Warsong. They are specialized power, usually themed around one's class, and they allow composers to get the upper hand in combat as they can fight in between the usual steps of combat with their rhythmic powers.

Upon completing a measure on your composing staff, you can assign any one of your class's rhythmic actions to that measure (or other special rhythmic actions you may have access to due to *inscriptions* or rhythmically-empowered weapons). You are then able to use that rhythmic action, as long it is in the proper order in a rhythmic chain. You can change which rhythmic action you have assigned to each measure when you finish a long rest. You do not need to assign rhythmic actions in order of beat, but you must adhere to the rhythmic action's tier. You can only choose rhythmic actions from the class that you have the most levels in (you may choose which one in the event of a tie).

There are three tiers of rhythmic actions: tier I, II, and III. You need a specific *clef inscription*, inscribed by a maestro, in order to perform tier II or tier III rhythmic actions. The higher tier rhythmic actions have more powerful effects, but often cost more rhythm points to perform. In order to assign a higher-tier rhythmic action to a completed measure, the completed measure the rhythmic action is assigned to must be comprised of notes that are all an equal (or higher) potency to the tier of the rhythmic action.

Rhythmic actions are categorized by their *beat*. This property shows when the rhythmic action can be used but is also a good gauge of how powerful it is. Beat 1 rhythmic actions are always preformed first in a rhythmic chain, but are usually the least powerful. Beat 4 rhythmic actions are always preformed last in the rhythmic chain, but are usually the most powerful effects and typically cost more rhythm points. Rhythmic actions are fueled by your rhythm points, which is the sum of all the rhythm values of the notes you have composed upon yourselves. You regain all expended rhythm points at the end of a long rest.

Each rhythmic action has a "success condition" that when met, considers the rhythmic action as a success. This is important for rhythmic chains, as seen below.

#### Rhythmic Chains

At the start or end of your turn, you can expend rhythm points to initiate a beat 1 rhythmic action (you must start with a beat 1 rhythmic action) and then you follow the effects of the rhythmic action. This is the beginning of a rhythmic chain. If you meet the success condition for your beat 1 rhythmic action, you can then follow it up with a beat 2 rhythmic action, as long as you have an available one and the rhythm points to activate it. This "chain" continues, up to a maximum of 4 rhythmic actions in a chain, with a beat 4 action being the final action. You must follow the linear progression of beats to continue the chain and if you do not meet the success condition of a rhythmic action, the rhythmic chain ends. Once you initiate a rhythmic chain, you cannot initiate another one until the start of your next turn.

Alternatively, if you are *harmonized* with 1 more creatures, the rules for rhythmic chains changes, as the rhythmic chain becomes a *harmony chain,* making it impossible to perform normal rhythmic chain, and gaining the following rules and restrictions:

* Any creature that is a part of your *harmonization* can initiate a harmony chain with a beat 1 rhythmic action at the start or end of the turn of **any creature** they are harmonized with, including themselves.
* If a creature meets the "success" conditions of their rhythmic action, another creature they are *harmonized* with can then perform the next rhythmic action in the harmony chain as long as they follow the beat progression.
* Members of the *harmony* can perform the rhythmic actions of a harmony chain in any order of members they wish (as long as they adhere to the beat progression), but every rhythmic action a member performs past their first (per harmony chain), the rhythmic action costs additional rhythm points equal to 2 times the tier of the rhythmic action.
* Once a harmony chain is initiated, all creatures in that *harmony* cannot initiate a harmony chain (or use rhythmic actions at all) for 1 round.

If a creature fails a rhythmic action, a different creature that is hostile towards and **not** *harmonized* with the creature that failed their rhythmic action can "steal" the rhythmic/harmony chain, starting with the next beat after the failed rhythmic action, using one of their rhythmic actions. The standard rules for rhythmic/harmony chains apply during a steal, including the 1 round cooldown after a chain ends, which is applied to all parties involved in the chain.

#### Rhythmic Action Traits

At the end of the effect description for some rhythmic actions, they have *traits* that are noted in italics. Each trait adds a different property to that rhythmic action. They are all listed below. Some rhythmic actions have a number after them, which is their *trait value*.

* *Weapon Adaptable*: If you are currently capable of two-weapon fighting, you can make an attack with an offhand weapon as a part of this rhythmic attack, but you cannot add your ability modifier to the damage roll. This attack cannot proc bonus effects, such as Hunter's Mark or Sneak Attack. If you make multiple attacks as part of the rhythmic action, you can make one *Weapon Adaptable* attack for every attack made. *Weapon Adaptable* attacks have all the same properties that the normal attack may have (i.e. advantage).
* *Reposition:* At the start of this rhythmic action, you can move an amount of feet equal to this trait's trait value. This movement still provokes opportunity attacks as normal.
* *Agile:* If this rhythmic action has the *Reposition* trait, the movement you gain from that trait does not provoke opportunity attacks.
* *Infallible*: A rhythmic action with this trait is always considered a success.
* *Flat*: After this rhythmic action, if it succeeds, the next rhythmic action used in the rhythmic chain costs more rhythm points, equal to this trait's trait value.
* *Sharp:* After this rhythmic action, if it succeeds, the next rhythmic action used in the rhythmic chain costs less rhythm points, equal to this trait's trait value.
* *Self-Flat*: After this rhythmic action, if it succeeds, the next rhythmic action *that you use* in the rhythmic chain costs more rhythm points, equal to this trait's trait value.
* *Self-Sharp:* After this rhythmic action, if it succeeds, the next rhythmic action *that you use* in the rhythmic chain costs less rhythm points, equal to this trait's trait value.
* *Invigorating:* When this rhythmic action results in a success, you regain hit points equal an amount to roll(s) of your hit dice equal to this trait's value. This does not expend the hit dice. For example, a fighter that succeeds on a rhythmic action with the *Invigorating 1* trait regains hit points equal to 1d10 + their Constitution modifier.
* *Resonance*: You gain an amount of rhythm points equal to this trait's trait value when this rhythmic action succeeds. If harmonized with other creatures, divide the rhythm points restored equally between all creatures who performed rhythmic actions in the harmony chain. Odd values can be distributed at the player's discretion.
* *Soliloquy:* You can declare a rhythmic action with this trait as a soliloquy when you begin to perform it. When you do, it gains the bonus effects listed after this trait, but the rhythmic chain ends immediately after the rhythmic action completes.
* *Exclusive - X:* This rhythmic action cannot be learned with other rhythmic actions that share the same *Exclusive* value as this rhythmic action. For example, you cannot have two *Exclusive - Bridge* rhythmic actions learned at once.
* *Airborne:* A creature with this trait is knocked off of their feet until the end of the rhythmic chain. If they are hit by a melee weapon attack before the end of the rhythmic chain, they get slammed into the ground, taking bludgeoning damage equal to an amount of d8s equal to the trait's value. Additionally, a creature slammed into the ground is knocked prone.
* *Channeled:* A rhythmic action with this trait must be focused on throughout the rhythmic action, or its lingering effects end. A channeled rhythmic action is cancelled if the creature channeling it takes damage, moves, becomes incapacitated, or uses another rhythmic action.
* *Enfeebled:* A creature inflicted with this trait has a penalty to its AC and saving throws equal to this trait's value until the end of the rhythmic chain.

## List of Rhythmic Actions: Class Actions, Tier 1

The following is a list of all tier 1 rhythmic actions, by class.

### Barbarian Rhythmic Actions

#### Sudden Charge

**Beat:** 1 **Tier:** I

**Cost:** 4 RP

**Effect:** If you are not already raging, you begin to rage (expending a use as usual). Then, as a part of this rhythmic action, you can move up to your speed towards a hostile creature. If you moved at least 10 ft, you can make one melee weapon attack against a creature within your reach. *Weapon Adaptable.*

**Success:** You deal damage to a creature.

#### War Cry

**Beat:** 2 **Tier:** I

**Cost:** 3 RP

**Effect:** You unleash a war cry, attempting to frighten one creature. Target one creature that can hear you which you can see. They must succeed on a Wisdom saving throw or become frightened of you until the end of their next turn. The DC for this rhythmic action is equal to 8 + your proficiency bonus + your Constitution modifier.

**Success:** You frighten a creature.

#### Seething Rage

**Beat:** 3 **Tier:** I

**Cost:** 4 RP

**Prerequisite:** You are raging.

**Effect:** Your rage boils over to its maximum, allowing you to temporarily surpass your limits. Until the end of your next turn, the damage bonus you gain from your rage is doubled and you gain temporary hit points equal to 1d4 + your barbarian level. *Infallible. Self-Flat 1.*

#### Brutal Finisher

**Beat:** 4 **Tier:** I

**Cost:** 6 RP

**Effect:** You charge up a powerful swing with your weapon, looking to land a finishing blow. Make one melee weapon attack against a creature within your reach at advantage. On a hit, your attack automatically counts as a critical strike and the creature falls prone. *Weapon Adaptable.*

**Success:** You deal damage to a creature. *Resonance 4*.

### Bard Rhythmic Actions

#### Curtain Call

**Beat:** 1 **Tier:** I

**Cost:** 4 RP

**Effect:** You perform a beautiful opening to a song, inspiring everyone you are entwined with. Make a Charisma (Performance) skill check, with the DC equaling 11 + the number of creatures you are harmonized with. On a success, the following effects occur:

* Until the end of this rhythmic chain, you and all creatures you are *harmonized* with gain the use of one of your Bardic Inspiration dice. However, this does not expend a use of your Bardic Inspiration.
* Every rhythmic action in this rhythmic chain gains the *Sharp 1* trait, including this one. If a rhythmic action already had the *Sharp* or *Self-Sharp* trait, increase that trait's value by *1*.
* All rhythmic actions with the *Flat* or *Self-Flat* trait have the value of those traits reduced by *1*.

*Soliloquy:* You regain one expended use of your Bardic Inspiration.

**Success:** You succeed on the Charisma (Performance) skill check.

#### Soothing Bridge

**Beat:** 2 **Tier:** I

**Cost:** 5 RP

**Effect:** You performing a bridging tune, perfectly closing the gap between this rhythmic action and the next, with a twinge of healing magic. The next rhythmic action in this rhythmic chain that is performed gains the *Invigorating 1* trait, or, if it already had the *Invigorating* trait, increase that trait's value by *1.* *Infallible. Sharp 1*. *Exclusive - Bridge.*

#### Inspiring Bridge

**Beat:** 2 **Tier:** I

**Cost:** 5 RP

**Effect:** You performing a bridging tune, perfectly closing the gap between this rhythmic action and the next, with a twinge of inspiration. The next rhythmic action in this rhythmic chain still counts as a success, even if its success conditions are not met. *Infallible. Sharp 1. Exclusive - Bridge*.

#### Sour Note

**Beat:** 3 **Tier:** I

**Cost:** 4 RP

**Effect:** Your instrument emits a sour and harsh note, damaging the ears of all that hear it. Make a ranged spell attack against any number of creatures of your choice within 30 ft of you. Make only one attack roll to compare against every creature's AC. On a hit, they take psychic damage equal to your Charisma modifier. *Flat 2*.

**Success:** You deal damage to a creature.

#### Grand Finale

**Beat:** 3 **Tier:** I

**Cost:** 6 RP

**Effect:** With a grandiose performance and motion, you signal the end of a rhythmic chain with splendor and applause. Target an amount of hostile creatures you can see within 60 ft of you equal to the number of creatures you are *harmonized* with (including yourself). They must succeed on a Charisma saving throw against your spell save DC or become charmed for 1 minute, or until they take damage. For the sake of this charm, the charmer can either be you or any creature you are *harmonized* with.

**Success:** You charm a creature. *Resonance 8*.

### Cleric Rhythmic Actions

#### Prayer Strike

**Beat:** 1 **Tier:** I

**Cost:** 4 RP

**Effect:** Your weapon glows with divine power. Make one melee weapon attack against a creature within your reach. On a hit, it deals additional radiant or necrotic damage (your choice) equal to an amount of d6s equal to your proficiency bonus. Alternatively, you can make a ranged spell attack instead of a melee weapon attack. On a hit, it deals only the necrotic/radiant damage.

**Success:** You deal damage to a creature.

#### Divine Flow

**Beat:** 2 **Tier:** I

**Cost:** 5 RP

**Effect:** Target one creature within 60 ft of you. They must succeed on a Constitution saving throw against your spell save DC or take radiant or necrotic damage (your choice) equal to 1d6 + three times your cleric level. On a success, a creature takes half as much damage. Afterwards, Target one willing creature within 60 ft of you (this must be a different creature from the first). They regain an amount of hit points equal to 1d6 + twice your cleric level, but they only regain half as many hit points if the first creature succeeded on their saving throw.

**Success:** You restore a creature's hit points.

#### Surrogate

**Beat:** 3 **Tier:** I

**Cost:** 5 RP

**Effect:** Target one willing creature within 60 ft of you. If they currently have less hit points than you, you swap hit points with them. A creature cannot exceed their maximum hit points in this way and temporary hit points are unaffected. *Flat 1.*

**Success:** You swap hit points with a creature.

#### Melodic Intervention

**Beat:** 4 **Tier:** I

**Cost:** 8 RP

**Effect:** You offer a prayer to your god, in tune with the climax of a rhythmic chain, hoping to regain your expended rhythm points. Roll a d100. If the result is equal to or less than your cleric level, this rhythmic action counts as a success. *Invigorating 2.*

**Success:** You succeed on the d100 roll. *Resonance 100*.

### Druid Rhythmic Actions

#### Syelisir's Grasp

**Beat:** 1 **Tier:** I

**Cost:** 4 RP

**Effect:** You invoke the power of Syelisir, master of druids, to conjure magical roots at the feet of one creature you can see within 40 ft of you. They must succeed on a Strength saving throw against your spell save DC or become grappled until the end of their next turn, and additionally, you can move them to any unoccupied point within 15 ft of their starting position, as long as the path to that point is unobstructed and free of difficult terrain. On a successful save, nothing happens.

**Success:** The creature fails the saving throw.

#### Natural Ingenuity

**Beat:** 2 **Tier:** I

**Cost:** 5 RP

**Effect:** You call upon the ingenuity and intuition of nature, allowing you to perform a druidic action without expending resources. You can either cast a druid spell you have prepared (of up to 5th level or lower) without expending a spell slot, or you can Wild Shape into an applicable creature without expending a use of the feature. *Infallible. Flat 3.*

#### Natural Bond

**Beat:** 3 **Tier:** I

**Cost:** 5 RP

**Effect:** You create a natural bond between creatures, conjuring nature's healing potential. Target a number of creatures up to your Wisdom modifier that you can see within 120 ft of you (this can include yourself). A faint magical bond links between between, manifesting as a line of natural energy. Creatures of your choice that this line intercepts must succeed on a Constitution saving throw against your spell save DC or take necrotic damage equal to an amount of d10s equal to your half druid level, rounded up. On a success, they take half as much damage. The initial creatures you targeted for the bond are then healed for half the amount of damage that was dealt. *Flat 2.*

**Success:** A creature fails the saving throw.

#### Sunfire / Moonfire

**Beat:** 4 **Tier:** I

**Cost:** 8 RP

**Prerequisite:** You are outside, in direct sunlight or moonlight.

**Effect:** Call down the wrath of the sun or the moons unto an enemy, causing them to suffer as long as they remain under the sun or the moons. Target one creature you can see within 40 ft of you. Make a ranged spell attack against them, and on a hit, they are branded by sunfire or moonfire. For 1 minute (or until they are no longer in direct sunlight or moonlight), they take damage equal to your Wisdom modifier at the start of each of their turns. If it is daytime, the damage type is fire. If it is nighttime, the damage type is psychic. You must concentrate on this effect as if it were a spell.

**Success:** You hit a creature. *Resonance 4*.

### Fighter Rhythmic Actions

#### Ready Stance

**Beat:** 1 **Tier:** I

**Cost:** 4 RP

**Effect:** You get into a ready stance, preparing for an attack. For 1 minute, the next weapon attack you make is made with advantage, then this stance ends. While you hold this stance, your have a +2 bonus to your AC. *Infallible. Self-Sharp 2.*

#### Double Strike

**Beat:** 2 **Tier:** I

**Cost:** 4 RP

**Effect:** You preform two attacks in quick succession. Make two weapon attacks against one creature within your reach (or range). If you are in your Ready Stance, you have advantage on both attacks. Your Ready Stance then ends. *Reposition 10.* *Agile.* *Weapon Adaptable*. *Self-Sharp 1*.

**Success:** You hit with both weapon attacks (or kill the target creature).

#### Vigor Strike (Whirlwind)

**Beat:** 3 **Tier:** I

**Cost:** 5 RP

**Prerequisite:** You are wielding a melee weapon that lacks the Reach property.

**Effect:** You slash your weapon around in a circle, damaging everything that dare stands near you. Make one melee weapon attack, targeting every creature within 5 ft of you. Make only one attack roll to compare against every creature's AC. *Invigorating 1. Reposition 10.* *Exclusive - Vigor Strike*. If you are wielding two Light weapons, this rhythmic action gains the *Agile* trait.

**Success:** You deal damage to a creature.

#### Vigor Strike (Cleave)

**Beat:** 3 **Tier:** I

**Cost:** 5 RP

**Prerequisite:** You are wielding a melee weapon with the Reach property.

**Effect:** You cleave your weapon forward in a cone, damaging everything in your way. Make one melee weapon attack, targeting every creature within a 15 ft cone of you. Make only one attack roll to compare against every creature's AC. *Invigorating 1. Reposition 10.* *Exclusive - Vigor Strike*.

**Success:** You deal damage to a creature.

#### Vigor Strike (Dragonpiercer)

**Beat:** 3 **Tier:** I

**Cost:** 5 RP

**Prerequisite:** You are wielding a ranged weapon.

**Effect:** You ready the perfect shot, which can penetrate through opposing forces. Make one ranged weapon attack, targeting every creature within a 5 by 60 ft line originating from you. Make only one attack roll to compare against every creature's AC. *Invigorating 1. Reposition 10.* *Exclusive - Vigor Strike*.

**Success:** You deal damage to a creature.

#### Stylish Strike

**Beat:** 4 **Tier:** I

**Cost:** 4 RP

**Effect:** You preform a stylish finisher, which has a high resonance in accordance to the Warsong. Make one weapon attack against a creature within your reach (or range). *Reposition 10. Weapon Adaptable*.

**Success:** You deal damage to a creature. *Resonance 8*.

### Rogue Rhythmic Actions

#### Fade Away

**Beat:** 1 **Tier:** I

**Cost:** 2 RP

**Effect:** You seize the opportunity on the battlefield to quickly hide. You take the Hide action. *Reposition 15.* *Self-Sharp 1.*

*Soliloquy:* While you are hidden, your speed increases by 15.

**Success:** You hide from at least one creature.

#### Assassinate

**Beat:** 2 **Tier:** I

**Cost:** 5 RP

**Effect:** You act on the opening an ally made with their rhythmic action. Make one weapon attack against a creature you can see within your range (or reach). On a hit, you apply your Sneak Attack damage (this does not count as your once per turn use of Sneak Attack). If you are using a melee weapon to make this attack, this rhythmic action gains the *Weapon Adaptable*, *Reposition 15,* and *Agile* traits.

**Success:** You deal your Sneak Attack damage to a creature.

#### Clawing Dash

**Beat:** 3 **Tier:** I

**Cost:** 3 RP

**Effect:** You quickly dash around the battlefield, swiping at creatures you pass by with your agile attacks. Move up to your speed in a straight line. This movement does not provoke attacks of opportunity and can pass through the spaces of hostile creatures. Every creature of your choice whose space you pass through must succeed on a Dexterity saving throw or take slashing damage equal to your Dexterity modifier + your rogue level. The saving throw for this rhythmic action is equal to your 8 + your proficiency bonus + your Dexterity modifier.

**Success:** You deal damage to a creature.

#### Death Mark

**Beat:** 4 **Tier:** I

**Cost:** 4 RP

**Effect:** You point out the weakness in one creature's defenses, marking them for death. Target one creature you can see within 60 ft of you. Make an attack roll against them to discern this weakness, using your Dexterity modifier. You are proficient in this attack roll. On a hit, they gain a death mark, meaning the next time an attack roll is made against them, it is made with advantage, then the mark is consumed. If you successfully hit the creature with an attack roll while they are marked, the attack roll automatically counts as a critical hit.

**Success:** You mark a creature. *Resonance 2.*

### Monk Rhythmic Actions

#### Gentle Exchange

**Beat:** 1 **Tier:** I

**Cost:** 3 RP

**Effect:** Make one unarmed strike against a creature within your reach as you attempt to outmaneuver them. On a hit, if the creature is size Large of smaller, you switch places with that creature in a swinging motion. Their speed is then reduced by 10 until the end of their next turn.

**Success:** You switch places with a creature.

#### Breathtaker

**Beat:** 2 **Tier:** I

**Cost:** 3 RP

**Effect:** Make one unarmed strike against a creature within your reach as you attempt to take their breath away, disrupting them. On a hit, the creature cannot take reactions until the start of its next turn and they take bonus damage equal to a roll of your martial arts die. *Reposition 15*.

**Success:** You damage a creature.

#### Rhythmic Barrage

**Beat:** 3 **Tier:** I

**Cost:** 2+ RP

**Effect:** When you declare this rhythmic action, select an amount of rhythm points to expend, with a minimum of 2. For every 2 rhythm points you expend, make one unarmed strike against a creature within your reach (it does not have to be the same creature for every attack).

**Success:** You successfully hit with an unarmed strike. If you miss with more than one unarmed strike, you do not meet this condition.

#### Dragon Kick

**Beat:** 4 **Tier:** I

**Cost:** 5 RP

**Effect:** Make one unarmed strike against a creature within your reach. On a hit, they must succeed on a Strength saving throw or take bonus damage equal to two rolls of your martial arts die, and if the creature is size Large or smaller, it is knocked back up to 20 feet away from you in the opposite direction of you. If it collides with an object or terrain, it stops and falls prone, but if it collides with another creature, they both fall prone. The saving throw for this rhythmic action is equal to your 8 + your proficiency bonus + your Dexterity modifier. *Reposition 10. Agile*.

**Success:** You successfully knock a creature back. *Resonance 4.*

### Paladin Rhythmic Actions

#### Divine Ruin

**Beat:** 1 **Tier:** I

**Cost:** 4 RP

**Effect:** You present your holy symbol, damaging creatures that would stop your cause. Target an amount of creatures equal to 1 + your Charisma modifier you can see within 60 ft of you. They must succeed on a Wisdom saving throw against your spell save DC or take 2d6 radiant or necrotic damage (your choice). *Sharp 1.*

**Success:** You deal damage to a creature.

#### Bolster

**Beat:** 2 **Tier:** 1

**Cost:** 4 RP

**Effect:** You offer a quick prayer to your god and bolster your defenses, preparing to protect yourself and your allies. Make a Constitution skill check, with the DC equaling 8 + the number of creatures you are harmonized with. On a success you and every creature you are harmonized with gains temporary hit points equal to 1d4 x your proficiency bonus. *Self-Sharp 2.*

**Success:** You gain temporary hit points.

#### Mark of Protection

**Beat:** 3 **Tier:** 1

**Cost:** 6 RP

**Effect:** You mark a creature, aiming to protect them from future harm. Target one creature you can see within 60 ft of you. Then, you must make a Wisdom saving throw, with a DC equal to 10 + the number of creatures you are harmonized with. On a success, they are marked for your protection, manifesting a glowing shield above them for up to 1 minute, or until you or that creature fall unconscious. While the mark persists, whenever that creature would take damage, you can use your reaction to dash up to 60 ft towards them (ignoring attacks of opportunity) and take the damage for them, but you have resistance to this damage. The mark then dissipates. *Exclusive - Paladin Mark*.

**Success:** You create the mark of protection on a creature.

#### Mark of Vengeance

**Beat:** 3 **Tier:** 1

**Cost:** 5 RP

**Effect:** You mark a creature, aiming to strike them down. Target one creature you can see within 60 ft of you. They must succeed on a Wisdom saving throw against your spell save DC or they are marked for your vengeance, manifesting a glowing sword above them for up to 1 minute, or until you or that creature fall unconscious. While the mark persists, whenever that creature deals damage to one your allies, you can use your reaction to dash up to 60 ft towards them (ignoring attacks of opportunity) and make a melee weapon attack against them at advantage. The mark then dissipates. *Exclusive - Paladin Mark*.

**Success:** You create the mark of vengeance on a creature.

#### Heroic Smite

**Beat:** 4 **Tier:** 1

**Cost:** 8 RP

**Effect:** You make a heroic attack to smite those who oppose your cause. Make one melee weapon attack against a creature within your range. On a hit, you can use your Divine Smite feature without expending a spell slot and the creature must succeed on a Charisma saving throw against your spell save DC or become stunned until the end of their next turn. If the creature you are attacking is in opposition to the tenets of your god or cause (at the DM's discretion), you have advantage on the attack roll and the creature has disadvantage on the saving throw.

**Success:** You deal damage to a creature. *Resonance 6.*

### Ranger Rhythmic Actions

#### Trueshot

**Beat:** 1 **Tier:** I

**Cost:** 3 RP

**Effect:** Make one weapon attack against a creature within your range (or your reach). Forceful magic wraps around your weapon and the attack automatically hits. If you are using a melee weapon to make this attack, this rhythmic action gains the *Reposition 10*, *Agile*, and *Weapon Adaptable* traits.

**Success:** You deal damage to a creature.

#### Stalk

**Beat:** 2 **Tier:** I

**Cost:** 2 RP

**Effect:** Target one creature and make a Wisdom (Perception) skill check, contesting against their passive perception. If you win the skill contest, you gain immense insight into their movements. For 1 minute, you always know where they are and they cannot appear invisible to you.

**Success:** You succeed on the skill contest.

#### Nature’s Reprieve

**Beat:** 3 **Tier:** I

**Cost:** 4 RP

**Prerequisite:** You have expended at least one 1st-level ranger spell slot.

**Effect:** You attempt to siphon the natural energy out of one creature in order to replenish your magic. Target one creature. They must succeed on a Wisdom saving throw against your spell save DC. On a failure, you siphon their natural energy, replenishing one of your expended 1st-level ranger spell slots. The creature is then immune to this effect for 1 day. *Invigorating 1.*

**Success:** You replenish a 1st-level spell slot.

#### Trifecta

**Beat:** 4 **Tier:** I

**Cost:** 7 RP

**Effect:** Make three weapon attacks against a creature within your range (or reach). If you successfully hit with all three of them, you deal bonus force damage equal to an amount of d10s equal to your proficiency bonus.  If you are using a melee weapon to make this attack, this rhythmic action gains the *Reposition 10* and *Agile* traits.

**Success:** You hit with all three weapon attacks. *Resonance* *6*.

### Warlock Rhythmic Actions

#### Eldritch Ward

**Beat:** 1 **Tier:** I

**Cost:** 3 RP

**Effect:** Target one creature you can see within 60 ft of you. You put a eldritch ward on them, manifesting in the form of darkness emanating from their body. Until the end of this rhythmic chain, the next time they take damage the eldritch ward detonates, dealing force damage equal to your twice your warlock level times the number of the current beat in the rhythmic chain. *Infallible*. *Sharp 1*.

*Soliloquy:* The eldritch ward instantly detonates and deals 1d10 bonus damage.

#### Dark Resonance

**Beat:** 2 **Tier:** I

**Cost:** 5 RP

**Effect:** Target one creature you can see within 60 ft of you. They must succeed on a Wisdom saving throw against your spell save DC or take force damage equal to 10% of their maximum health (rounded up). Afterwards, a dark shockwave resonates out from them, and all creatures within a 10 ft radius of them must also succeed on a Wisdom saving throw or take force damage equal to 10% of their maximum health (rounded up). *Flat 1*.

**Success:** You deal damage to a creature.

#### Shadow Jaunt

**Beat:** 3 **Tier:** I

**Cost:** 3 RP

**Effect:** You briefly take on the form of a shadow, moving quickly across the battlefield. Move up to your speed. This movement ignores the effects of difficult terrain, is not subject to gravity, and while you are using this movement, attacks of opportunity made against you are made at disadvantage. *Self-Sharp 1*.

**Success:** You take no damage from attacks of opportunity.

#### Sap Life

**Beat:** 4 **Tier:** I

**Cost:** 7 RP

**Effect:** You attempt to steal the lifeforce of surrounding enemies. Target a number of creatures you can see within 60 ft of you equal to your Charisma modifier (minimum 1). Make a ranged spell attack against each target, and on a hit, they take an amount of force damage equal to a number of d6s equal to the level of your warlock spell slots. You regain hit points equal to half of the damage you deal.

**Success:** You deal damage to a creature. *Resonance 4*.

### Wizard Rhythmic Actions

#### Spell Pulse

**Beat:** 1 **Tier:** I

**Cost:** 3 RP

**Effect:** Make a ranged spell attack roll against one creature you can see within 80 ft of you. On a hit, they take 2d4 force damage, plus bonus damage equal to three times the largest spell slot you currently have expended. In example, if you’ve expended a 3rd-level spell slot, and that is your largest spell slot you’ve currently expended, you deal 9 bonus damage.

**Success:** You deal damage to a creature.

#### Duplicate Rhythm

**Beat:** 2 **Tier:** I

**Cost:** 6 RP

**Effect:** You manipulate the flow of the weave with the power of the Warsong in order to duplicate a rhythmic action. The next rhythmic action in this rhythmic chain may repeat itself once if it succeeds. It still costs the same amount of Rhythm Points. *Infallible. Sharp 2.*

#### Blink

**Beat:** 3 **Tier:** I

**Cost:** 3 RP

**Effect:** You teleport a short distance, possibly getting yourself out of danger. Select one unoccupied space within 30 ft of you or any creature you are *harmonized* with. You teleport to that point. *Infallible*.

#### Arcane Laser

**Beat:** 4 **Tier:** I

**Cost:** 8 RP

**Effect:** You release a powerful laser of arcane force, devastating any creature in its path. When you declare this rhythmic action, expend one spell slot you have available. Each creature within a 100 foot line of you must succeed on a Dexterity saving throw against your spell save DC or take force damage equal to 15 times the level of the spell slot you expended. On a success, a creature takes half as much damage.

**Success:** At least one creature fails its saving throw against this effect. *Resonance* *6*.

## List of Rhythmic Actions: Class Actions, Tier 2

The following is a list of all tier 2 rhythmic actions, by class.

### Barbarian Rhythmic Actions

#### Upheaval

**Beat:** 1 **Tier:** II

Cost: 8 RP

**Effect:** Make one melee weapon attack against a creature within your reach. As a part of this attack, you can choose to activate Reckless Attack until the start of your next turn, if possible. On a hit, an enemy becomes *Airborne 4* until the end of the rhythmic chain. *Reposition 10.*

**Success:** You knock a creature Airborne.

#### Sunder

**Beat:** 4 **Tier:** II

**Cost:** 12 RP

**Effect:** Make one melee weapon attack against a creature within your reach. On a hit, they must succeed on a Constitution saving throw or take an amount of necrotic damage equal to 1d6 times your barbarian level as you rupture their wounds, becoming unable to restore hit points until the end of their next turn.  The DC for this rhythmic action is equal to 10 + your proficiency bonus + your Constitution modifier. *Invigorating 2.*

**Success:** A creature fails the saving throw. *Resonance 8.*

### Bard Rhythmic Actions

#### Prelude (Allegro)

**Beat:** 1 **Tier:** II

**Cost:** 8 RP

**Effect:** You become wrapped in hasty rhythm, causing the following effects to occur until the end of the rhythmic chain:

* Immediately after starting or ending a rhythmic action, a creature you are harmonized with within 60 ft of you can dash to your location (as long as a straight line of sight is not interrupted), ignoring attacks of opportunity and difficult terrain.
* All subsequent rhythmic actions gain the *Reposition* trait with a value of 10, or have an existing *Reposition* trait increased by 10. If a rhythmic action already has the *Reposition* trait, it also gains the *Agile* trait.

*Soliloquy:* Increase your speed by 30 ft until the end of your next turn, and ignore attacks of opportunity when you move.

*Channeled. Infallible. Sharp 2. Exclusive - Prelude.*

#### Prelude (Forte)

**Beat:** 1 **Tier:** II

**Cost:** 8 RP

**Effect:** You become wrapped in powerful rhythm, causing the following effects to occur until the end of the rhythmic chain:

* All subsequent rhythmic actions gain a +2 bonus to any attack rolls, saving throws, skill checks, or DCs they might involve.
* This bonus is doubled to a +4 bonus for creatures you are harmonized with within 20 ft of you.

*Soliloquy:* Increase your proficiency bonus by 2 until the end of your next turn.

*Channeled. Infallible. Sharp 2. Exclusive - Prelude.*

#### Power Slide

**Beat:** 2 **Tier:** II

**Cost:** 7 RP

**Effect:** You slide forwards 20 ft in a straight line, passing through creatures and affecting those which you pass through. Creatures you are harmonized that you pass through gain the benefits of the *Sharp 5* trait on their next rhythmic action during this chain. Hostile creatures you pass through must succeed on a Charisma saving throw against your spell save DC or take psychic damage equal to 1d6 + your bard level and become Charmed by you until the end of their next turn. *Reposition 10. Self-Sharp 3.*

**Success:** You charm a creature OR pass through at least 2 creatures you are harmonized with.

### Druid Rhythmic Actions

#### Tranquility

**Beat:** 1 **Tier:** II

**Cost:** 7 RP

**Effect:** Natural energy wraps around you, pulsating out to heal your allies' wounds. For the rest of the rhythmic chain, Whenever a rhythmic action results in a success (including this one), you and all creatures you are harmonized with within 80 ft of you restore 1d6 + your Wisdom modifier hit points. *Channeled. Flat 2. Infallible.*

#### Gathered Energy

**Beat:** 3 **Tier:** II

**Cost:** 9 RP

**Effect:** Roll 1d6 for every creature within 80 ft of you. The result of this roll becomes a pool of natural energy that you can expend for this rhythmic action's effects. Additionally, you can deal damage to yourself, adding 1 point to the pool for each point of damage dealt to yourself (but no more half of your maximum hit points). You can expend the pool in the following ways, utilizing multiple effects until the pool is depleted:

* Make a ranged spell attack against a creature within 80 ft of you that you can see. On a hit, you deal necrotic damage equal to twice the amount of the pool expended. Minimum expenditure of 5.
* Target one creature you can see within 80 ft of you. You can restore their hit points an amount equal to the amount of the pool expended. Minimum expenditure of 5.
* Target one creature you can see within 80 ft of you. Expend 5 points of the pool. They gain the benefits of the Lesser Restoration spell.

**Success:** You deal damage to AND restore hit points to two different creatures.

### Monk Rhythmic Actions

#### Momentum

**Beat:** 3 **Tier:** II

**Cost:** 11 RP

**Effect:** Move up to your speed (without provoking attacks of opportunity), then target one creature within your reach. Make two unarmed strikes against that creature. If at least one of these strikes hit, you can repeat this rhythmic action, moving and attacking a different creature. Every time you damage a creature in this way, the damage you deal for the rest of this rhythmic action is increased by 1d6 per unarmed strike, stacking up to 4d6 bonus damage maximum. You cannot target the same creature twice with this rhythmic action and it ends when you fail to hit a creature, or when you run out of potential creatures to attack. *Flat 2. Self-Sharp 2.*

**Success:** You hit creature(s) with at least two unarmed strikes.

#### Pressure Point

**Beat:** 4 **Tier:** II

**Cost:** 1+ RP

Effect: Target one creature within your reach that you can see. They must succeed on a Constitution saving throw which DC is equal to twice the amount of rhythm points expended on this rhythmic action (maximum DC of 24). If they fail the saving throw, they become paralyzed until the end of their next turn. *Reposition 10. Agile.*

Success: You paralyze a creature. *Resonance 10.*

### Paladin Rhythmic Actions

#### Expel Good & Evil

**Beat:** 3 **Tier:** II

**Cost:** 8 RP

Effect: Target one creature you can see within 60 ft of you. They must succeed on a Charisma saving throw or have evil expelled from them, taking radiant damage equal to 2d6 + your paladin level. Additionally on a failed save, bright light erupts from the creature in a 30 ft cone in a direction of your choice. All creatures you are harmonized with that are within this cone restore Hit Points equal to twice your paladin level. The DC for this rhythmic action is equal to 10 + your proficiency bonus + your Charisma modifier. *Flat 2.*

**Success:** You restore a creature's hit points.

#### Atonement

**Beat:** 4 **Tier:** II

**Cost:** 11 RP

**Effect:** You embolden yourself with righteous energy and you must succeed on a Wisdom saving throw, with a DC equal to 10 + the number of creatures you are harmonized with. On a success, this energy pours out of you in a 30-ft radius. You and every conscious creature you are harmonized with that is within this radius gains an Atonement Mark, which manifests as a golden bubble around them. For 1 minute, the next time a creature with an Atonement Mark takes damage, that damage (and all damage they take until the end of the turn) is reduced to 1. The Atonement Mark then dissipates. *Reposition 10.*

**Success:** You grant an Atonement Mark to at least 3 creatures. *Resonance 8.*

### Ranger Rhythmic Actions

#### Crack Shot

**Beat:** 1 **Tier:** II

**Cost:** 6 RP

**Effect:** Make one weapon attack against a creature within your range (or your reach). On a hit, the attack deals damage equal to 10% of the creature's current health and renders them *Enfeebled 2* until the end of the rhythmic chain. Additionally, the next attack against them during this rhythmic chain is made at advantage. If you are using a melee weapon to make this attack, this rhythmic action gains the *Reposition 10, Agile,* and *Weapon Adaptable* traits.

**Success:** You deal damage to a creature.

#### Guerilla Warfare

**Beat:** 4 **Tier:** II

**Cost:** 7 RP

Effect: Make one Dexterity (Stealth) skill check against the passive perception of all creatures that can see you. If you succeed on this skill check against all of them, you become invisible for 1 minute. Anything you are wearing or carrying is invisible as long as it is on your person. This effect ends if you attack or cast a spell. After becoming invisible, you may move up to twice your speed. Creatures you are harmonized with that come within 10 ft of you during this movement also gain the benefit of this invisibility and may move up to half their speed immediately.

**Success:** You become invisible. *Resonance 6.*

### Warlock Rhythmic Actions

#### Shadow Pulse

**Beat:** 1 **Tier:** II

**Cost:** 7 RP

**Effect:** Dark energy radiates out from you twice. The first wave emanates in a 10-ft radius around you, and the second wave is emitted in a 20-ft cone in front of you. Creatures you are not harmonized with hit by either wave must succeed on a Wisdom saving throw against your spell save DC or become *Enfeebled 2* until the end of the rhythmic chain. Creatures you are harmonized with hit by either wave gain temporary hit points equal to your Charisma modifier. If both waves hit a creature, the effects are doubled: either becoming *Enfeebled 4* on a failed save (they have disadvantage on the save), or gaining temporary hit points equal to twice your Charisma modifier.

**Success:** You *Enfeeble* a creature OR grant temporary hit points to at least 2 creatures.

#### Into the Night

**Beat:** 4 **Tier:** II

**Cost:** 13 RP

**Effect:** You accost one creature with eldritch secrets, ruining them. Target one creature you can see within 60 ft of you. They must succeed on a Wisdom saving throw against your spell save DC or take 6d6 psychic damage and become frightened of you until the end of their next turn. A creature with 50% of its current hit points or less has disadvantage on the saving throw and takes 9d6 psychic damage instead. A creature with 25% of its current hit points or less has disadvantage on the saving throw and takes 12d6 psychic damage instead.

**Success:** You frighten a creature. *Resonance 9.*

### Wizard Rhythmic Actions

#### Gravity Surge

**Beat:** 2 **Tier:** II

**Cost:** 7 RP

**Effect:** Target one point within 120 ft of you. Each creature of your choice in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your spell save DC. Airborne creatures have disadvantage on the saving throw. On a failed save, each creature is subjected to one of the following effects of your choice:

* If the creature is Airborne, you may slam them to the ground, activating the negative effects of Airborne as if you had damaged them with an attack.
* If the creature is not Airborne, you may levitate them, rendering them Airborne 2 until the end of the rhythmic chain.
* If the creature is size Large or smaller, you can move it up to 20 ft in a direction of your choice. If it is a size larger than Large, you can only move it up to 5 ft.

**Success:** A creature fails the saving throw.

#### Erupting Spellbook

**Beat:** 4 **Tier:** II

**Cost:** 15 RP

**Effect:** Expend one unexpended spell slot of 3rd-level or lower that you have access to. You may then cast up to 3 spells of that spell slot's level that you have prepared (or in your spellbook) that have a casting time of 1 action or 1 bonus action without expending spell slots. If you do not have any spell slots available, you may cast up to 3 cantrips with a casting time of 1 action or 1 bonus action instead.

**Success:** You deal damage to a creature with at least one spell. *Resonance 0.*