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.

๐Ÿ›ก๏ธ Armor & Weapons
๐ŸŽฏ Saving Throws
  • Armor: Light armor only

  • Weapons: Simple weapons (staves, wands, slings, daggers)

  • Shields: Not proficient

  • Intelligence

  • Charisma

โค๏ธ Hit Points
  • Starting HP: 12

  • Level 1 HP: 1d8 + CON modifier

  • Level Up HP: 1d4 + CON modifier

๐Ÿงฎ Proficiency Bonus
๐Ÿช“ Starting Armor Class
  • Levels 1โ€“4: +1

  • Levels 5โ€“8: +2

  • Levels 9โ€“10: +3

  • Base AC: 10 + DEX modifier

  • Light armor adjusts slightly

๐Ÿงญ 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 โ€œcasting rhythmโ€ to build momentum

  • Blast targets from mid-to-long range

  • Create patterns of elemental destruction

๐Ÿ”ฅ Level-Up Gains (General)
๐Ÿ’ฅ 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: โ€“5 ft movement

    • Lightning: Your next attack has +1 to hit

๐Ÿ”ฎ Symphonic Mage Rites
๐Ÿ”ฑ 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 โ€“10 ft movement instead of โ€“5 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.

โš”๏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.