User:Leziad/Minstrel (3.5e Class)

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Author: Leziad (talk)
Date Created: 22nd August 2017
Status: Finished
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A remake of the bard that grants access to more roguish talents and fixes some of the problems with the class. {{{length}}} 1



Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Bardic Music Other

Minstrel[edit]

The wonders of magical bloodlines never cease to astonish. While the most common manifestation of one's magical bloodline is the Sorcerer, some use their power to conjure their magic in a different way. No ordinary artist, the minstrel uses her innate magic to create supernatural performances and cast a wide array of arcane spells. The Minstrel also has a knack for picking up random skills and tricks over the course of her career, some extraordinary and some magical.

The Minstrel is more or less a remake of the Bard, and thus using both classes in the same campaign is unadvised.

Making a Minstrel[edit]

Abilities: A Minstrel's primary ability score is Charisma, as it is what determines the DCs of her abilities as well as any important social skill checks she has to make. Otherwise, Intelligence is prime for skillfulness and some class features. The rest depend on the Minstrel's fighting style.

Races: Any races can be Minstrels, although those with a higher natural Charisma tend to take to the path of the magical art easier.

Alignment: Any, although Minstrels tend to be non-lawful.

Starting Gold: As the Rogue.

Starting Age: Simple.

Table: The Minstrel

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells Virtuous Performance
Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, Musically Gifted, Stylistic Path, Virtuous Performance 1 2
2nd +1 +0 +3 +3 Disguise in Plain Sight, Skill Improvisation, Talented Discovery 2 3
3rd +2 +1 +3 +3 Bonus Feat, Gather Crowd 3 3
4th +3 +1 +4 +4 Talented Discovery 3 1 3
5th +3 +1 +4 +4 Accelerated Performance, Bonus Feat 4 2 4
6th +4 +2 +5 +5 Talented Discovery, Trained Skill Improvisation 4 3 4
7th +5 +2 +5 +5 The Troupe 4 3 1 4
8th +6/+1 +2 +6 +6 Talented Discovery 4 4 2 5
9th +6/+1 +3 +6 +6 Inspiration 5 4 3 5
10th +7/+2 +3 +7 +7 Bonus Feat, Talented Discovery 5 4 3 1 5
11th +8/+3 +3 +7 +7 Swift Performance 5 4 4 2 5
12th +9/+4 +4 +8 +8 Talented Discovery 5 5 4 3 6
13th +9/+4 +4 +8 +8 Arcane Mastery 5 5 4 3 1 6
14th +10/+5 +4 +9 +9 Talented Discovery 5 5 4 4 2 6
15th +11/+6/+1 +5 +9 +9 Bonus Feat 5 5 5 4 3 6
16th +12/+7/+2 +5 +10 +10 Talented Discovery 5 5 5 4 3 1 7
17th +12/+7/+2 +5 +10 +10 Generational Legacy 5 5 5 4 4 2 7
18th +13/+8/+3 +6 +11 +11 Talented Discovery 5 5 5 5 4 3 7
19th +14/+9/+4 +6 +11 +11 Move the Stars 5 5 5 5 5 4 7
20th +15/+10/+5 +6 +12 +12 Bonus Feat, Talented Discovery, The Legend 5 5 5 5 5 5 8

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

Prestige Class, Archetype, and Alternate Class Feature
A Minstrel should qualify for most if not all of the Bard's alternate class features, pathfinder archetypes, and prestige classes. If any prestige class advances her virtuous performances, she gain additional Virtuous Performances known as if she had taken levels in Minstrel.

For Pathfinder Archetypes or Alternate Class Features, if the Minstrel is to trade a class feature it does not have (such as versatile performance), she instead loses one Talented Discovery she would have gained at the same level. She counts Musically Gifted as Bardic Knowledge and Skill Improvisation as Versatile Performance (the trained version being the equivalent of the improved version). If she has to trade a specific performance, she instead loses one of her Virtuous Performances known at the same or closest level she would gain the performance.

Weapon and Armor Proficiency: A minstrel is proficient with all simple weapons, plus the longsword, rapier, sap, short sword and longbow. Minstrel are proficient with light armor and shields (except tower shields). A minstrel can cast her spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a minstrel wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass minstrel still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A minstrel casts arcane spells, which are drawn from the bard spell list (homebrew bard spell here). Every minstrel spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a minstrel must have a Charisma score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a minstrel’s spell is 10 + the spell level + the minstrel’s Charisma modifier.

Like other spellcasters, a minstrel can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Minstrel. In addition, she receives bonus spells per day if she has a high Charisma score.

A Minstrel casts her spells spontaneously, much like a Sorcerer; however, unlike the Sorcerer, she does not have a list of spells known. Instead, after she has rested at least eight hours, she may ready an amount of spells of each level (see Minstrel Spells Readied table below) which behave like her list of spells known for the day. The process of readying new spells takes an hour of recitation and practice, but she may keep her old spells readied without any work.

Table: Minstrel Spells Readied
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 3
2nd 4 1
3rd 5 2
4th 5 2 1
5th 5 3 2
6th 5 3 2
7th 5 3 3 1
8th 5 3 3 2
9th 5 3 3 2
10th 5 3 3 3 1
11th 5 3 3 3 2
12th 5 3 3 3 2
13th 5 3 3 3 3 1
14th 5 3 3 3 3 2
15th 5 3 3 3 3 2
16th 5 4 3 3 3 3 1
17th 5 4 4 3 3 3 2
18th 5 4 4 4 3 3 2
19th 5 4 4 4 4 3 3
20th 5 4 4 4 4 4 3

Musically Gifted (Ex): A Minstrel receives her class level +3 ranks in a single Perform skill of her choice in addition to the skills she purchases with her skill points. She add half her class level as a competence bonus to all Perform checks. This ability counts as Bardic Knowledge for the purpose of prerequisites.

Stylistic Path: A 1st level Minstrel must choose a single Stylistic Path for her to take from the list below, once made this choice cannot be changed short of rebuilding:

Classic Bard: You gain the Well Read Talented Discovery.

Dragonborn: You may pick spells from the Sorcerer spell list in addition to the Bard spell list when readying spells. You gain the Dragonblooded subtype.

Swashbuckler: You gain the Weapon Finesse feat as a bonus feat even if you do not meet the prerequisites.

Virtuoso: You gain an extra virtuous performance known.

Virtuous Performance (Ex) or (Su): A Minstrel is able to produce a wide array of extraordinary and magical performances that enhance allies and negatively impact enemies. In order to start a virtuous performance, the Minstrel must make a DC 15 Perform check; she may take 10 when she is not in combat, even if the situation is stressful. If she fails to start her performance, it does not waste any rounds or daily uses of the ability. A minstrel can cast spells while performing, but must succeed on a Perform check, DC equal to 15 + spell level, or the spell fails and she wastes the action, although not the spell slot or any resources that the spell would have used.

Starting a virtuous performance is a standard action, but it can be maintained every round as a free action. Once a virtuous performance is started, the Minstrel may switch between different performances as a free action once per round at the start of her turn. She may maintain her Virtuous Performances for a total number of rounds each day equal to 5 + twice her class level + her Charisma modifier, which she can spread as she wishes through the use of all of her virtuous performances.

A virtuous performance has either an audible or visual component based on its type. In order to be affected by a virtuous performance, a creature must either be able to hear or see her. If the Minstrel uses dancing, creatures must be able to see her in order to be affected, but if she uses an instrument or her voice, they only need to hear her. A Minstrel knows her performance well enough that she is not negatively affected by being deafened. A Minstrel always affect herself with her virtuous performance if it affects allies, unless specifically mentioned otherwise; she also does not count in any creature limit the performance may have.

Virtuous Performances count as Bardic Music for the purpose of meeting prerequisites and abilities interacting with Bardic Music. An item or spell which increases the potency of Bardic Music also does so for Virtuous Performances. Similarly, an effect or spell which weakens bardic music also affects virtuous performances likewise. The only exception is if an ability specifically targets virtuous performances and does not affect bardic music, or if virtuous performances are specifically excluded from the text of an ability which interacts with bardic music.

At 5th level, she may attempt a DC 25 Perform to start her performance as a move action. At 11th level, she may attempt a DC 35 Perform to do so as a swift action.

A Minstrel starts knowing two performances of her choice and gains new performances known as she levels up. She chooses her performances from the following list: Minstrel (3.5e Class)/Virtuous Performance List

Disguise in Plain Sight: A 2nd level Minstrel gains Disguise in Plain Sight as a bonus feat, even if she does not meet the prerequisites. If she already possess the feat, she gain another feat from the Minstrel's Bonus Feat list you meet the prerequisites of.

Skill Improvisation (Ex): A 2nd level Minstrel is capable of improvising just about any skills. She may replace any skill check with a half class level + her Intelligence modifier check. This does not allow her to use trained-only skills without ranks.

At 6th level, she may use Skill Improvisation to gain full use of trained-only skills.

Talented Discovery: At 2nd level and each even level thereafter, the minstrel learns a special skill called a Talented Discovery. Once learned, a Talented Discovery cannot be changed short of rebuilding. The DC of her Talented Discoveries, if any, is DC 10 + ½ Class + her Charisma modifier. She selects her Talented Discoveries from the list below:

Acquire Skill: The minstrel chooses a skill she has no ranks in; she gains a number of free ranks in the skill equal to her class level +3.

Charmer (Ex): The minstrel is capable of quick wit and charm and quickly catches the heart of anyone who fancies her, even with a simple wink or suggestive smile. You gain the Pretty Eyes skill trick as a bonus skill trick, it does not count against your limit of skill tricks. If you already had that skill trick you gain another skill trick you meet the prerequisites for.

Additionally, if a creature is made friendly by this ability, it must make a Will save or become charmed (as the spell) for 1 hour. This is mundane seduction and is extraordinary.

Costume Proficiency (Ex): The minstrel wore enough extra and burdensome costumes to gain proficiency in medium armor and the ability to cast in medium armor without spell failure. She can also disguise as another sex or race without penalties and gains the ability to move at half her speed while the using Disguise skill.

Cunning Fighter (Ex): The minstrel gains Improved Feint and Flanking Feint as bonus feats, even if she does not meet the prerequisites. If you successfully feint a creature, it is flat-footed against your attacks until the start of its next turn.

Disarmer (Ex): The minstrel gains Improved Disarm and Improved Rearm as bonus feats, even if she does not meet the prerequisites. You may also now disarm armors at a −4 penalty, counting light armor as a light weapon, medium armor as a one-handed weapon, and heavy armor as a two-handed weapon.

Ear for Music (Ex): The minstrel gains a +4 bonus on Listen checks and automatically identifies any tune or song she has previously heard.

Eye for Treasure (Ex): The minstrel gains a +8 bonus on Appraise checks. She may identify an item as per the identify spell if she makes an Appraise check with a DC 20 + caster level of the item: doing so requires an hour. If she actually casts the spell, the casting time is automatically reduced to 1 round and she may identify a number of items equal to her caster level.

Incognito Magic (Su): The minstrel knows how to be extremely subtle when she needs to. Any creature that succeeds on a Will save against any of her abilities (including spells) must make a second Will save with the same DC at a −2 penalty; if it fails this save, it does not realize it has succeeded on a Will save.

Forked Tongue (Ex): The Minstrel gains the Goad feat as a bonus feat. You may use your class level as your Base Attack Bonus, but only for the feat special clause. The penalty from your use of the Goad feat now also applies to all skill checks not made against you. In non-combat situations, the penalty doubles on social checks and lasts for 1 minute unless they make a melee attack against you.

Forked Tongue, Improved (Ex): If you goad a creature in melee and it fails to deal damage against you, it is flat-footed until the start of its next turn. This Talented Discovery requires the Forked Tongue Discovery.

Master Mesmer (Su): A minstrel can use her magic to even affect the dead with her performance. She now bypasses immunities to mind-affecting effects (including compulsions and charms) with her minstrel spells, spell-like abilities, supernatural abilities, and virtuous performances. However, creatures with such immunities gain a +4 bonus on their saving throws and are allowed a Will save to negate the effect if the effect has no save.

Mobile Stealth (Ex): The minstrel no longer takes any penalty to Move Silently for moving at full speed. The penalty for using Move Silently while running is halved as well.

Mobile Stealth, Improved (Ex): The penalty for using Move Silently while running is now removed as well.

Outrageous Display (Ex): The minstrel can cause an opening in her foes's defense by opening her own. As a move action, she may strike a pose, say a snappy line, open her shirt, or similarly show off. If she does, she provokes an attack of opportunity, for which she takes a −4 penalty to her AC. If she is not struck, she causes every creature who attacked and missed to become flat-footed until the start of their next turn.

Outside of combat, you draw a spectacular amount of attention on yourself, allowing any allies to make a Hide check without having concealment for 1 round. Your allies need to hide in concealment before the distraction ends as normal.

Outrageous Display, Improved (Ex): While using her Outrageous Display ability. you may, instead of its normal effect as it is resolved, make an attack against every creature who missed their attack of opportunity against you. This Talented Discovery requires the Outrageous Display Discovery.

Poison Mastery (Ex): The minstrel can now apply poison to her weapons as a swift action and no longer risks poisoning herself when applying poison. She may also turn any ingested poison into a poisonous lipstick, allowing her to poison others with a kiss. She must consume a dose of antitoxin made for that poison right before applying the 'lipstick', otherwise she will also poison herself.

Seduction (Ex): The Minstrel gains Seduce to Deceive and a +2 a bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks against creatures physically attracted to her.

Seduction, Improved (Ex): If the minstrel successfully uses the Seduction discovery on a creature, she may employ a extraordinary suggestion after 'business' is concluded. A Will save is allowed as normal to negate the effect. This Talented Discovery requires the Seduction Discovery.

Shake Morale (Ex): As a standard action, the minstrel attempts to demoralize opponent using her Diplomacy instead of her Intimidate skill; the affected creature takes one daunt level. A creature can clear all but one daunt level gained through this ability as a full-round action.

Stardom (Ex): The minstrel gains a +3 bonus on Diplomacy and Bluff checks, but takes a −10 penalty on Disguise checks as long as a creature in the area would conceivably be able to recognize her. Any creature who recognizes her is one step friendlier towards her than normal (to a maximum of Friendly). This is only an 'initial attitude' — if she takes any actions that harm or offend them, their attitude will adjust appropriately. The minstrel can spread her fame into another area by performing there for 1d4+1 week.

Subtle Performance (Ex): Using shadows, humming, and other subtle means, the minstrel is able to deliver her performance to her audience without anyone else being aware of it. When she starts a performance, the minstrel may accept a halved number of targets or range, whichever is applicable (including both). If she does, only the ones directly affected by the performance notice she is performing, although a Listen or Spot check opposed by her Perform check notices the performance being delivered.

Uncanny Dodge (Ex): The minstrel gains Uncanny Dodge as the Barbarian ability. She may take this talent an additional time to gain Improved Uncanny Dodge.

Well Read (Ex): The minstrel gains 2 additional skill points per level for all classes she has (applies retroactively), but she may only use those skill points to purchase ranks in Decipher Script or Knowledge. The minstrel gains half her class levels in all Knowledge checks.

Bonus Feat: At 3rd level, 5th level, and each 5 levels thereafter, the minstrel gains a bonus feat she meets the prerequisites for from the following list: Combat Reflexes, Broad Practice Endurance, Persuasive, Skill Focus (Diplomacy, Bluff, Gather Information or Perform), Weapon Finesse. and any feat which affects her virtuous performance (such as Exalted Bardsong or Music of the Gods).

Gather Crowd (Ex): The 3rd level minstrel can amass a crowd with a 10-minute speech or performance. The size of the crowd depends on the local population. but is usually dense enough to be considered difficult terrain. The crowd usually disperses 1d4 rounds after any interesting events have stopped happening or after violence has started.

The Troupe (Ex): A 7th level minstrel gains Variant Leadership as a bonus feat. If she does not want the responsibility of leading, then she may gain Broad Practice as a bonus feat instead.

Inspiration (Su): A 9th level minstrel can spend one round of her virtuous performance to make any willing creature within 30 feet of herself reroll a single d20 roll, accepting the second result even if it's worse.

Arcane Mastery (Ex): At 13th level, a minstrel can gain a single Archmage's High Arcana; she must sacrifice a spell slot as normal, but the spell slot cost is reduced by 2 (so Arcane Reach would cost a 5th level spell slot). Whenever she gains a new Talented Discovery, she may select another High Arcana as well.

Generational Legacy (Su): A 17th level minstrel can make herself immortal through her work. With a full year of work, she may create a play, song, or another form of art. As long as this piece of art or a copy of it exists, she ceases to age and may be brought back to life with no level loss.

Move the Stars (Su): A 19th level minstrel can once per (???) make a DC 40 perform check as a 1-round action. If she fails or the action is interrupted, the ability is wasted. If she succeeds, however, she replicates the effect of the miracle spell. She must still pay any material or XP component of the miracle or any spell it replicates.

The Legend: A 20th-level minstrel gains a a supreme virtuous performance. She must choose from the following list:

Call of the Falling Star (Su): As you start this performance, you replicate the effect of call lightning shower, except calling small meteors instead of bolts of lightning. The meteors deal 5d6 bludgeoning and 5d6 fire damage and cause a creature directly struck to fall prone. A successful Reflex save halves the fire damage and prevents the creature from going prone. The effect lasts for as long as the performance is maintained.

Til Valhalla (Su): With a powerful call to the otherworld, you bring every fallen ally who died no more than a minute ago within 120 feet back to life as per resurrection. Unless you maintain the performance for 25 consecutive rounds, they die again once the performance ends. A creature can only be resurrected at most once per day by Til Valhalla.

Timeless Melody (Su): As you start this performance. you immediately replicate the effect of time stop, which lasts for as long as you maintain your performance. Unlike the spell, you may bring a single additional creature alongside you and you can affect each other normally.


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