Eldritch Choir
3rd Level
At 3rd level, you learn two Eldritch Melodies of your choice from the Apocalypse list. At 6th, 10th, and 14th level, you learn one additional Eldritch Melody of your choice. A level prerequisite in a melody refers to your level in this class.
After you use a melody a number of times equal to half your proficiency bonus (rounded up), you can’t use that melody again until you finish a short or long rest. If a melody requires a saving throw, it uses your Special save DC.
Your Eldritch Melodies do not rely solely on conventional sound. They resonate as subtle vibrations detectable even by those who cannot hear normal sounds. Creatures that are deafened or otherwise unable to hear still perceive them. Only when a creature is completely sealed away—fully enclosed behind airtight, vibration-proof barriers or similarly absolute isolation—can it remain unaffected by your melodies.
When you finish a long rest, you can delve into the unknown and replace any number of melodies you know with others, as your mind reshapes its understanding of the hidden cosmos.
3rd Level
Hymn of the Forgotten City
Prerequisite: 3rd level
You channel the name of the lost city of the Great Ones, warping reality. Each creature within 30 feet of you must succeed on a Strength saving throw or be pushed up to 10 feet in a direction of your choice and knocked prone.
The number of feet up to which a creature is pushed increases to 20 feet at 6th level and 30 feet at 14th level.
Chorus of the Deep
Prerequisite: 3rd level
You sing a hypnotic melody that evokes the presence of the sleeping horrors beneath the waves. Choose one creature within 60 feet of you. It must succeed on a Wisdom saving throw or become incapacitated and have its speed reduced to 0 for 1 turn, until it takes damage, or until someone uses an action to shake or slap it out of its stupor.
Starting at 6th level, you can target two creatures, and at 14th level, you can target a number of creatures equal to your Charisma modifier (minimum of three).
Ode to Valor
Prerequisite: 3rd level
You toll the bells of valor, bolstering your allies. Choose up to five creatures within 30 feet of you. Each creature gains a bonus to their attack and damage rolls equal to half your Charisma modifier (rounded up) for 2 rounds, ending at the end of your subsequent turn.
Starting at 6th level, the bonus to damage rolls equals your Charisma modifier, and at 14th level, the bonus to both attack and damage rolls becomes equal to your Charisma modifier.
Anthem of Resilience
Prerequisite: 3rd level
You sing a hymn of resilience, calling forth protective energy. Each willing creature of your choice within 30 feet of you gains temporary hit points equal to half your maestro level + your Charisma modifier, as ethereal tendrils surround them, defending them without impeding their abilities. In addition, they have advantage on Strength checks and Strength saving throws until the end of your next turn.
6th Level
Song of the Silent Stalker
Prerequisite: 6th level
You sing a haunting melody that evokes the presence of lurking shadows. Choose one creature within 30 feet of you. It is partially absorbed by the shadows for 1 hour, gaining a +10 bonus to Stealth checks and becoming unable to be tracked except by special means. In addition, as an action, the creature can become incorporeal and move through other creatures and objects as if they were difficult terrain until the end of its turn. If it ends its turn inside an object, it takes 5 (1d10) force damage and is immediately shunted to the nearest unoccupied space.
Once the creature uses this action, it can’t do so again for the duration of the transformation.
Starting at 14th level, when the creature uses an action to become incorporeal, the effect lasts for 10 minutes instead.
Requiem of Binding
Prerequisite: 6th level
You invoke the power of binding spirits, summoning forth spectral chains to ensnare your enemies. Each creature of your choice that you can see within 30 feet of you must make a Dexterity saving throw, becoming restrained for 1d4 turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Starting at 14th level, a restrained creature takes 3d6 psychic damage at the start of each of its turns.
Whispers of Chaos
Prerequisite: 6th level
You don the visage of a chaotic spirit, whispering your enemies’ demise. Choose up to two creatures within 60 feet of you. They have disadvantage on Wisdom checks and Wisdom saving throws until the end of your next turn.
Starting at 14th level, you can target a number of creatures equal to your Charisma modifier (minimum of 3).
Hymn of the Void
Prerequisite: 6th level
You invoke the power of the void, creating a wave of energy. Each creature in a 30-foot cone originating from you must make a Dexterity saving throw, taking a number of d4s of force damage equal to your level in this class on a failed save, or half as much damage on a successful one.
Starting at 14th level, the cone’s size increases to 60 feet.
14th Level
Melody of Dreams
Prerequisite: 14th level
You sing a melody that allows travel through the dream realm. You conjure a circular portal up to 20 feet in diameter linking an unoccupied space you can see within 10 feet of you to a precise location you are very familiar with within 1 mile of you on the same plane of existence as you. You can orient the portal in any direction you choose. The portal lasts for 1 minute. Anything that travels through the portal is instantly transported to the location you chose, appearing in an unoccupied space nearest to the location.
Harmony of Exile
Prerequisite: 14th level
You carve the ancient symbol of banishment, unleashing a portal to realms untold. Choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw or be drawn through it to an unknown destination. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target isn’t an aberration, it takes 5d12 psychic damage and must succeed on a Wisdom saving throw or gain a long-term madness.
Vision of the Abyss
Prerequisite: 14th level
You recite the forbidden incantations of the Abyss, summoning forth a vision of its power. Each creature of your choice within 60 feet of you must succeed on a Wisdom saving throw or be stunned until the end of your next turn.
Echoes of the Swarm
Prerequisite: 14th level
You recite forbidden lore learned from ancient texts, summoning forth a swarm of spectral creatures. For 1 minute, a 30-foot-radius sphere of writhing shadows appears at a point that you can see within 60 feet of you. When a creature enters the area for the first time on a turn or starts its turn there, it is surrounded by the swarm and must make a Constitution saving throw. It takes 5d6 necrotic of a failed save and half as much on a successful one.
Eldritch Revelations
6th Level
Your mind resonates with forbidden knowledge. Choose two Intelligence-based skills from the following list: Artifact Knowledge, Culture, History, Investigation, Nature, Navigation. You gain proficiency in these two skills. If you are already proficient in both chosen skills, you instead gain expertise in one of those skills (doubling your proficiency bonus for that skill).
Additionally, whenever you make an Intelligence check using one of these chosen (or expertise-granted) skills, you roll a d6 and add the result to the total. The whispered truths of the Great Ones guide your understanding.
Tear in the Fabric
6th Level
Your voice can rend the veil between realities. As a reaction, when an allied creature within 30 feet of you is targeted by an attack, you can force the attacker to make a Wisdom saving throw against your Special save DC. On a failed save, the attack is consumed by a writhing maw of void-stuff, dealing no damage.
If the attack is negated, the targeted ally can choose to be pulled through the tear, instantly teleporting up to 30 feet to an unoccupied space they can see.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Voices of the Inescapable End
10th Level
A chorus of eldritch voices hums in your thoughts, warping perceptions and strengthening your resolve.
Distorted Reality: Whenever a creature fails its saving throw against one of your Eldritch Melodies, it becomes ensnared by incomprehensible whispers. Until the start of your next turn, it cannot take reactions.
Insulated Mind: You have advantage on saving throws against being charmed or frightened. Additionally, when you finish a short rest, you may choose one Eldritch Melody you know and regain all expended uses of it, as alien influences restore your will.
Song of the Apocalypse (Divine Order: Transcend)
14th Level
At 14th level, you master a forbidden performance that draws you into a state of cosmic transcendence for 1 minute. You can use this transcendent state once per long rest.
While transcending, you gain the following benefits:
No effect can silence you or prevent you from using your Eldritch Melodies or special techniques.
Choose one Eldritch Melody you know. For the duration, you ignore the normal limit on how many times you can use that melody before resting.
You automatically succeed on any checks or saving throws required to maintain your performance.
Conditions do not prevent you from performing your Eldritch Melodies or techniques. The otherworldly cadence of the Great Ones anchors your resolve, allowing you to continue your performance even under dire circumstances.
When this state ends, you suffer a severe mental backlash (such as gaining a level of Exhaustion or another system-appropriate penalty) as your mind readjusts to mortal existence after hosting cosmic might.