One-Man Band
A One-Man Band incorporates instruments into their armor so they can deftly entertain and wreak havoc in equal measure. Each One-Man Band has their own combination of instruments that grant them a wide variety of sounds and arcane effects. They are spectacles in public and on the battlefield as they march their own beat.
| Level | Spells |
|---|---|
| 3 | Silvery Barbs, Thunderwave |
| 5 | Enhance Ability, Shatter |
| 9 | Motivational Speech, Thunderstep |
| 13 | Charm Monster, Confusion |
| 17 | Animate Objects, Destructive Wave |
| Instrument | Feature |
|---|---|
| Bagpipes | The rousing sound of the bagpipes bolster allies in battle. You can use an action to sound the bagpipes and allow each creature you choose within 60 ft of you to attack with advantage on their next turn. |
| Bell | The clear, resonant bell rings through the air. You can use an action to ring the bell each creature you choose within 60 ft of you gains temporary hit points equal to your INT modifier (Minimum 1) + your Proficiency Bonus. Each Celestial, Fiend, and Undead that hears the bell must make a WIS saving throw and on a failed save are Turned until the end of their next turn. |
| Chimes | Melancholic metallic tinkling sounds fill the air. You can use an action to ring the chimes and each creature you choose within 60 ft that is Charmed or Frightened has the condition end for them. |
| Cymbals | Harsh metallic clashing rings out. You can use a reaction when a creature attacks you or a creature you can see within 60 ft of you to clash the cymbals. Each creature in range has disadvantage on their attack rolls until the start of your next turn. |
| Drum | A thunderous cacophony booms out. You can use an action to bang the drum, forcing each creature within 60 ft of you to make a CON saving throw and on a failed save take 2D6 Thunder damage or half as much on a successful save. |
| Dulcimer | Waves of sweet harmonies roll forth. Up to four creatures you can see within 60 ft of you gain temporary hit points equal to your Artificer level + your INT modifier (Minimum 1). While the creature has these temporary hit points, it has a 1D4 bonus to saving throws. |
| Flute | High and sweet tilting sounds fill the area. You can use an action to play the flute, as the sound waves ring forth it makes every Invisible creature and object visible in a 60 ft diameter and any creatures affected this way cannot become Invisible for one minute. |
| Horn | A low deep tone shakes the air. You can use an action to blow the horn forcing each creature of your choice within 60 ft to make a STR saving throw and on a failed save the creatures are thrown back 30 ft and land Prone. If a creature hits another creature or object they each take 1D6 Bludgeoning damage for every 10 ft they were thrown. |
| Lute | A complex and thrilling melody is teased out with dextrous fingers. You can use an action to play the lute, invigorating your arcane powers. You regain a spell slot of 2nd level or lower. |
| Pan Pipes | A haunted melody lingers in the air. You can use an action to play the pan pipes allowing you to cast the spell Cause Fear or Charm Person without expending a spell slot. The range for a spell cast this way is doubled and if the creature succeeds the saving throw they are unaware that a spell was cast on them. |
| Rattle | Unsettling rhythmic dry sounds are shaken out. You can use an action to cast the spell Conjure Animals to summon eight Giant Venomous Snakes without expending a spell slot. |
| Shawm | A loud, shrill, penetrating tone pierces those that hear it. You can use an action to play the shawm and choose a target within 60 ft of you and make a spell attack, on a hit the creature takes 2D8 + your INT modifier (Minimum 1) Psychic damage and has their movement speed reduced to zero until the end of their next turn. |
| Tambourine | A combination of strong beats and light shakes sound out. You can use an action to play the tambourine and each creature within 60 ft of you that you choose is invigorated and their movement speed is doubled and they can move without provoking attacks of opportunity until the end of your next turn. |
| Triangle | A clear metallic ringing fills the air. You can use an action to ring the triangle, each creature of your choice within 60 ft has the effects of Fast Friends or Enemies Abound cast on them, forcing them to make the appropriate saving throw. You can use this feature once per long rest. |
| Viol | A variety of jaunty or melancholic sounds spring forth. You can use an action to play the viol and you can use a bonus action to continue playing for another turn. While you are playing you can choose one creature you can see and they have advantage on CHA based skill checks. You can maintain this feature for minutes equal to your INT modifier (Minimum 1). If you stop playing you must expend another use of your Ensemble Armor and an action to play the viol again. |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Tool Proficiency
You are a true prodigy when it comes to playing instruments. You gain proficiency with three musical instruments of your choice, which you can use as a Spellcasting Focus for your Artificer spells.
Ensemble Armor
Your musical pursuits have led to you upgrading your armor to serve as a holder for your musical instruments. You have obtained four instruments for the purpose of this armor. At the end of a long rest, you can turn a suit of armor you are wearing into Ensemble Armor, provided you have Tinker’s Tools in hand.
You can integrate up to three musical instruments into your armor. When an instrument is integrated, it cannot be removed from the armor, it does not need to be drawn or stowed, and you only need 1 hand to use it. For each integrated musical instrument in your armor, the armor gains a feature, which is detailed below. You can change which musical instruments are integrated into your Ensemble Armor whenever you finish a short or long rest, provided you have Tinker's Tools in hand.
The armor has six charges and regains all charges at the end of a long or short rest. Using a feature listed below expends a charge of the armor. If a feature below requires a DC the DC is equal to your spell save DC. The armor continues to be Ensemble Armor until you create another suit of Ensemble Armor or you die.
Musical Prodigy
You have gained great adeptness with your instruments. If you cast a spell using your instruments as a Spellcasting Focus or use a feature from your Ensemble Armor and deal Psychic or Thunder damage you deal additional damage equal to your INT modifier (Minimum 1).
Genius Magician
You have gained even greater proficiency with your Ensemble Armor and instruments. You are proficient with three more instruments. You can equip an additional instrument to your Ensemble Armor and you gain an additional four charges to your armor.
Once per long or short rest you can use a bonus action in place of an action to use a feature of your Ensemble Armor that requires an action to use.
Sound Wave Armor
Your Ensemble Armor protects you from more than just physical damage and amplifies your thunder based magic. You have Immunity to Thunder damage and the Deafened condition. You can cast the spells Thunderwave, Thunderstep, and Destructive Wave each without expending a spell slot once per long rest.