Brass Master Class
Class Features
As a Brass Master, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Brass Master level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or ) + your Constitution modifier per Brass Master level after 1st
Proficiencies
Armour: light armour
Weapons: none
Tools: none
Saving Throws: Charisma and Constitution
Skills: Choose two skills from Deception, History, Insight, Intimidation, Performance, Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) Lapis lazuli (b) Malachite
(a) Amulet (b) 3gp
ON THE TIP OF YOUR CUSP. If you use this class you must also be a cornet, trumpet, trombone, or tuba race and you cannot multiclass.
MIGHT OF BRASS. Starting at first level you have five sound blasts at the start and end of every combat.
RAM OF BRASS. At first level, any target or object within 5ft of you, you can charge forth and ram them with your body. This does 1d4 bludgeoning damage and cost an action, reaction, or bonus action.
SKILL OF YOUR TUNES. Starting at first level, As an Action, outside of the game you can play a song and then you roll a d20 and your dungeon master will decide the outcome.
LYRICAL MASTER. At second level, As an Action, you exhale destructive energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC=8+your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d8 force damage. On a successful save, it takes half as much. This ability costs one three blasts.
Eb. At third level, As an Action, you exhale destructive energy in a 10-foot cone. Each creature in that area must make a Constitution saving throw (DC=8+your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 2d6 force damage and is knocked prone. On a successful save, it takes half as much and is not knocked prone. This ability costs five sound blasts.
ABILITY SCORE INCREASE. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
MIGHT OF BRASS. At fifth level you have nine sound blasts at the start and end of every combat.
RALLYING NOTES. At seventh level, As an Action, you exhale inspirational energy in a 50-circle around you. Each friendly creature in that area gets advantage on their next attack rolls. This ability costs one sound blast.
MIGHT OF BRASS. At ninth level you have twelve sound blasts at the start and end of every combat and combat round.
NOTE SPEED. At tenth level you gain a flying speed of 40ft.
Bb BARROT. At eleventh level, As an Action, you exhale destructive energy at a target within 80 to 160ft. That creature in must make a Constitution saving throw (DC=1+your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 10d4 force damage, is knocked prone, and deafened. On a successful save, it takes half as much. This ability costs 6 sound blasts.
THE EXPERT SKILL OF YOUR TUNES. Starting at thirteenth level, As an Action, outside of the game you can play a song and then you roll a d20+ your proficiency bonus and your dungeon master will decide the outcome. This replaces SKILL OF YOUR TUNES.
MIGHT OF BRASS. At fifteenth level you have fifteen sound blasts at the start and end of every combat and combat round.
Don't really know what other features I can add.