2nd-Level Enchantment
Casting Time: 1 Action or 10 Minutes
Range: 30 Feet
Components: S, M (An instrument useful for keeping rhythm, such as drums)
Duration: Special

This spell provides a repetitive beat to synchronize ally movement and interrupt enemy movement. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose up to 2 creatures within range. Until the start of your next turn those creatures gain the following effects based on if they are Friend or Foe. Creatures are immune to this spell if they cannot hear you or are immune to being charmed.

Friend: Increase the creature's speed by 10 ft. The target can use their bonus action to force all creatures within 5 feet to make a Strength Saving Throw against the caster's Spell DC. On a a failed save, the target is knocked prone. Creatures that are larger that the Ally's Size make the Saving Throw at Advantage.
Foe: Decrease the target's speed by 10 ft. Whenever the target makes a Strength or Dexterity Ability Check or Saving Throw, they suffer a -1 Penalty.

For the next minute on each subsequent turn, you can use your action to continue playing the rhythm, increasing the duration of this spell's effects until the start of your next turn. The spell ends if you use your action to do anything else.

If you cast this spell over 10 minutes, choose any number of creatures with 200 ft that you can see and that can hear you. Double their movement Speed for the next 8 hours. When this spell ends, all creatures whose speed was doubled must make a DC 20 Constitution Saving Throw.
Creatures that fail the Saving Throw gain one level of Exhaustion.

At Higher Levels: When you cast this spell using a spell slot of 3rd or higher level, increase the speed gained by allies and decreased by enemies under the 1 Action Casting effect by 5 feet for each level above 2nd. You can also choose an additional creature for each level above 2nd. For every 2 Spell Levels above 2nd Level, treat allies as one-size larger when they use the bonus action provided and enemies suffer an addition -1 penalty to their Strength and Dexterity Ability Checks and Saving Throws.

Classes: Bard

  • homebrew/subclass/wally_s_magnificent_march.txt
  • Last modified: 12 months ago
  • by Luke