Flanked on all sides by pirates, a seemingly defenseless musician plays a single note upon their guitar that explodes into a vicious blast of thunder, blowing away most of her foes in an instant.
The music that maestros play acts not simply as a form of art or entertainment, but as well as a conduit for their abilities, using it to cast techniques as well as to empower their allies. With a simple note or a change of their rhythm, they can even guide their comrades to take on a better position, or land a crucial attack.
Character Inspirations
This class is designed with the intent of allowing players to embody one of the numerous characters in One Piece that utilize music and creativity in their combat to manipulate their foes and best opponent.s
A very small number of characters could be described as Maestro from the Anime and Manga including Brook, Scratchman Apoo, and Uta.
A Maestro can expect to be a main support to their allies, keeping up bonuses and buffs in the midst of combat.
Hit Points
Hit Dice. 1d8 per Maestro level
Hit Points at First Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 8 + Constitution modifier
Energy Points
Energy Dice. 1d12 per Maestro level
Energy Points at 1st Level: 12 + your Constitution modifier
Energy Points at Higher Levels: 12 + your Constitution modifier per Maestro level after 1st
Proficiencies
Armor: Light armor, Simple Clothing, Fine Clothing, Luxury Clothing
Weapons: Simple Weapons, Rapier, Katana, Great Axe, Simple Firearm Weapons
Tools: One of your choice
Saving Throws: DEX, CON, CHA
Skills: Choose four from Animal Handling, Culture, Insight, Investigation, Perception, Performance, Persuasion, Deception, Sleight of Hand, and Stealth.
Technique Abilities
Brawl
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
Special
Special Save DC = 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus = your proficiency bonus + your Intelligence modifier
Performative Arts
Choose Brawl or Special Techniques, you can use Charisma instead of Strength (Brawl) or Intelligence (Special) when calculating your Save DC and Attack Bonus for the chosen Technique type. You cannot change either of these choices later. Additionally, you gain an instrument, which can be incorporated into your weapon or used separately.
Symphony
At 1st level, you are able to weave together a mystical symphony to empower you and your allies.
Movements Known
When you gain this feature, pick three Maestro Movements to learn. You learn additional movements of your choice when you reach certain levels in this class, as shown in the Movements Known column of the Maestro table.
Whenever you gain a level in this class, you can replace one of the maestro movements you learned with a new one.
Forming your Symphony
As an action you may begin your symphony, selecting two of your known maestro movements to incorporate into it. As you play your symphony, you and allies within 15 feet of you who can see or hear you gain benefits depending on your chosen movements.
Concentrating on your Symphony
You may maintain your symphony for up to 1 hour, concentrating on it as if it were a technique. You may still concentrate on another technique during this time, though you only make one concentration save, using the result to maintain both the technique and the symphony.
Rapid Rhythm
Prerequisite: 5th level
You and other friendly creatures who start their turn within your symphony have their movement speed increased by 10 feet.
Restorative Hymn
Once per turn, whenever you or another friendly creature within your symphony would gain hit points, they gain an additional 1d4 hit points.
Shadowy Chant
You and other friendly creatures within your symphony can see in dim light within 30 feet of them as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of gray.
Shielding Hymn
Prerequisite: 7th level
You and other friendly creatures within your symphony gain a bonus to their AC equal to a third of your proficiency bonus, rounded down.
Shifting Rhythm
Prerequisite: 5th level
At the start of their turn, you and other friendly creatures within your symphony may move 5 feet without provoking an opportunity attack as a free action.
Striking Tune
You and other friendly creatures within your symphony gain a bonus to their damage rolls equal to half your proficiency bonus, rounded down.
Unbreaking Lyric
Prerequisite: 9th level
Once per round, whenever you or another friendly creature within your symphony would be hit with a critical hit, it becomes a normal hit instead.
Vigilant Melody
You and other friendly creatures within your symphony have advantage on opportunity attacks.
Waking Round
Prerequisite: 6th level
You and other friendly creatures within your symphony gain advantage on Saving Throws against being Frightened or Charmed. In addition, whenever a friendly creature ends their turn within your symphony while affected by the Frightened or Charmed condition, they may make another saving throw against the effect.
Warding Lyric
Prerequisite: 9th level
When you learn this Movement, select a damage type: acid, cold, fire, lightning, or thunder. You and other friendly creatures within your symphony gain resistance to the chosen damage type.
Charismatic
At 2nd level, even without song your voice can reach far and stir others into action. You gain proficiency with the Deception, Intimidation, or Persuasion skill. Alternatively, if you are proficient in one or more of those skills, you may choose one of those proficiencies. If you do, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Beat
Additionally, at 2nd level, you become adept at conducting others, guiding them with melodic maneuvers. You have access to an amount of Beat points equal to your proficiency bonus.
You can spend these beat points to fuel various beat features. You start knowing two such features: Glissando and Largo. You learn more beat features as you gain levels in this class.
When you spend a beat point, it is unavailable until you finish a short or Long Rest, at the end of which you regain all beat points.
Glissando: As a bonus action you may spend 1 beat point to allow an ally within 30 feet of you who can see or hear you to move up to half their movement speed, this movement does not provoke opportunity attacks.
Largo: As a reaction when an ally within 30 feet of you who can see or hear you is attacked, you may spend 1 beat point to grant them a bonus to their AC against the attack equal to your proficiency bonus
Maestro’s Genre
When you reach 3rd level, you choose your musical focus, beginning to deepen your abilities. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th.
Improved Symphony
By 5th level, you’ve come to improve your symphony, further empowering you and your allies. When beginning your symphony, you may choose an additional movement, for a total of 3, to be active, in addition, the range of your symphony increases to 20 feet.
Accelerando
At 5th level, you become adept at stirring your allies to action. You and friendly creatures within 20 feet of you who can see or hear you gain a bonus to initiative equal to your proficiency modifier.
At 9th level, you grant this benefit to friendly creatures within 30 feet of you.
Extended Beat
At 7th level, you’ve furthered your abilities to lead your allies. You may as a bonus action on your turn expend a spell slot and regain an amount of Beat points equal to the slot's level. In addition, you learn the following beat features, Reprise, and Solo.
Reprise: As a reaction when an ally within 30 feet of you who can see or hear you misses an attack roll, you may spend 1 beat point to give them a bonus to their next attack roll and damage roll equal to your Charisma modifier
Solo: As a bonus action you may spend 1 beat point to allow an ally within 30 feet of you who can see or hear you to make a melee weapon attack as a reaction.
Heartfelt Song
Also at 7th level, the music you play makes your words all the more believable. Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a musical instrument. In addition, you have advantage on Charisma skill checks against creatures who’ve heard your music within the last 8 hours.
Crescendo
At 11th level, as a reaction when an ally within 30 feet of you rolls a natural 20 on an attack roll you may spend 1 beat point to allow up to 2 friendly creatures within 30 feet of you who can see or hear you to make a weapon attack against the same creature as a reaction.
Masterful Symphony
At 15th level, your symphonies reach even further, inspiring your allies to greater lengths. When beginning your symphony you may choose an additional movement, for a total of 4, to be active, in addition, the range of your symphony increases to 30 feet.
Grand Orchestra
At 18th level, your allies make your music shine all the brighter than they would’ve on your own. While you are concentrating on your symphony, whenever a friendly creature within the range of your symphony scores a critical hit, you may regain a beat point.
Magnum Opus
At 20th level, one of the movements amongst your many symphonies has truly become your magnum opus. Select one of the movements you know, you and other friendly creatures within 30 feet of you who can see or hear you benefit from it as if you were using it in one of your symphonies, as long as you are conscious