Symphonic Mage Class
Overview
A dynamic elemental caster whose power flows like music โ weaving complex patterns of fire, ice, lightning, and raw force into rhythmic bursts of destructive energy.
Symphonic Mages cast magic not through study alone, but through flow, rhythm, and momentum. They chain rapid-cast spells together, amplify their own power through movement, and unleash visually spectacular elemental Rites. They are the most offensively focused full-caster in your system.
They excel at: High-damage elemental attacks, Rapid spell chaining, Area damage, Ranged combat, Setting up combos with teammates
โญ Main Stat
Intelligence (INT)
Rites are shaped through technical arcane knowledge and rhythmic casting sequences.
๐ก๏ธ Armor & Weapons
๐ฏ Saving Throws
Armor: Light armor only
Weapons: Simple weapons (staves, wands, slings, daggers)
Shields: Not proficient
Intelligence
Charisma
โค๏ธ Hit Points
Starting HP: 12
Level 1 HP: 1d8 + CON modifier
Level Up HP: 1d4 + CON modifier
๐งฎ Proficiency Bonus
๐ช Starting Armor Class
Levels 1โ4: +1
Levels 5โ8: +2
Levels 9โ10: +3
Base AC: 10 + DEX modifier
Light armor adjusts slightly
๐งญ Common Activities
Symphonic Mages often:
Weave spells in flowing sequences
Analyze elemental weaknesses
Gesture, chant, or conduct spells mid-fight
Coordinate timing with allies
Establish โcasting rhythmโ to build momentum
Blast targets from mid-to-long range
Create patterns of elemental destruction
๐ฅ Level-Up Gains (General)
๐ฅ Level 1 Starting Feature
Each level gives:
More HP
+1 new Rite
Ability Score Increases at Levels 4 & 8
Proficiency increases at 5 & 9
Elemental Arpeggio
You master rapid elemental cadences.
Choose one element at Level 1: Fire, Ice, or Lightning.
Your basic ranged Rite deals:
1d6 damage of that type
On a successful Rite Test โ 1d8 damage and applies a minor effect:
Fire: +1 burn damage next turn
Ice: โ5 ft movement
Lightning: Your next attack has +1 to hit
๐ฎ Symphonic Mage Rites
๐ฑ Symphonic Mage Rite List (Choose 1 at each level)
Elemental techniques performed through rhythmic spellcasting.
Rite Test:
d20 + INT modifier + Proficiency Bonus vs DC 12
Level 1 Rites
Crescendo Bolt - Fire a piercing bolt that hits everyone for +1d8 Lightning damage in a 20 ft line.
Harmonic Shield - Absorb 1d6 + INT damage; doubles if you have 3 Rhythm.
Frost Cadence - Your Ice spells impose โ10 ft movement instead of โ5 ft.
Flame Crash - 10ft radius explosion for 2d6 fire damage. You take half damage from it.
Lightning Sync - Passive - Gain +5 ft movement whenever you cast a Lightning Rite.
Frozen Burst - Passive - Once per turn, when you deal elemental damage, deal +1d4 frost damage to a second target within 10 ft.
Level 3 Rites
Dual Casting - Passive - Once per short rest, cast two Rites in one turn.
Elemental Cycle - Passive - When you use a Rite of a different element than the previous one, add +1 to your Rite Test.
Spell Echo - Copy an ability, Rite, or attack used last turn at half damage.
Grand Symphony - Unleash a 20ft radius burst hitting enemies for 3d6 elemental damage of your chosen type. Each damage die can have either Fire, Frost, or Lightning element type.
โ๏ธ Unique Class Mechanic
Casting Rhythm
Each time you successfully activate a Rite, you gain Rhythm, which lasts for three turns.
First successful Rite โ 1 Rhythm
Second consecutive โ 2 Rhythm
Third consecutive โ 3 Rhythm (max)
Each Rhythm point gives +1 to your next Rite Test.