TEXT: HARMONY
  A MUSICAL SUBCLASS FOR MONKS
  BY KAI LINDER
  
  INTRODUCTION
  Monks of the Way of Harmony are unifiers who
  believe in bringing people together, with the power of
  song as their most powerful tool. They seek to share
  the incandescent joy of music and use it to form bonds
  based on understanding and collaboration.
  Those who follow the Way of Harmony are found
  whereever disagreement is, and they’re known as
  wanderers with a song in their heart and a tune on
  their lips.
  SUMMON MELODY
  When you choose this tradition at 3rd level, you can
  call forth ethereal notes to sing wondrous and inspiring
  melodies. As a bonus action, you summon a melodic
  note of your choice from the options below,
  immediately gaining its effect. The note then hovers
  around you for 1 minute, and disappears early if you
  are knocked unconscious or you dismiss it (no action
  required). A musical note sheds 5 feet of dim light, and
  is intangible and invulnerable.
  While there are melodic notes around you, you or a
  creature within 60 feet of you can use a bonus action to
  harmonize with a note and gain its effects. A creature
  can’t harmonize with a note while it’s deafened.
  Resonant Mid. When a creature harmonizes with this
  note, it gains blindsight with a range equal to your
  proficiency bonus x 5 until the end of its turn.
  Solid Low. When a creature harmonizes with note, it
  gains temporary hit points equal to one roll of your
  martial arts die + your proficiency bonus.
  Heroic Mid. When a creature harmonizes with this
  note, the next time it deals damage this turn, all of that
  damage changes its type to thunder damage.
  Soaring High. When a creature harmonizes with this
  note, it can immediately fly a number of feet equal to
  your proficiency bonus x 5. If it ends its turn in the air,
  it floats harmlessly to the ground in the nearest
  unoccupied space.
  You can summon melodic notes a number of times
  equal to your Wisdom modifier (minimum once), and
  you regain all expended uses when you finish a long
  rest. When you reach 6th level, whenever you summon
  a melodic note you can summon two notes at once. At
  10th level you can summon three melodic notes at
  once, and at 14th level you can summon all four
  melodic notes.
  FOSTER UNDERSTANDING
  At 6th level, you’re adept at reading people and can
  magically help others communicate and understand.
  You gain proficiency in the Insight skill if you don’t
  already have it. Your proficiency bonus is doubled for
  any ability check you make that uses Insight.
  As an action, choose a number of creatures up to
  your Wisdom modifier (minimum of one creature)
  that are within 60 feet of you and speak at least one
  language. For 10 minutes, you and the chosen creatures
  can magically understand each other regardless of the
  languages being spoken.
  Once you use this feature, you can’t use it again until
  you finish a short or long rest, unless you spend 2 ki
  points to use it.
  IN UNITY, HEALING
  At 11th level, you can channel feelings of unity and
  togetherness into healing magic. When you finish a
  long rest, if all of your allies spent at least one hour
  talking and interacting as a group, you can spend 3 ki
  points to cast greater restoration without requiring
  components. One of the options for this version of the
  spell is to end an effect that has changed the creature’s
  alignment, personality traits, bonds, ideals, or flaws.
  HARMONIC SOUL
  At 17th level your very soul sings out, adding to your
  summoned music to create a truly transcendent
  harmony. When you use your Summon Melody
  feature you can let your soul sing in harmony. If you do
  so, while you have any notes summoned you gain the
  following effects:
  • Creatures that can see you learn your alignment.
  • You hover 1 foot above the ground. You ignore difficult
  terrain and can move over water and other liquids as if
  they were solid ground.
  • Your body glows from within, shedding bright light in a
  10-foot radius and dim light for an additional 10 feet.
  Whenever a creature moves into the light’s area for the
  first time on a turn or starts its turn there, you can end
  one disease or one of the following conditions affecting
  the creature (no action required): blinded, deafened,
  paralyzed, poisoned, or stunned.
  • You can use your action to spend 1 ki point and
  consume a melodic note, emitting a reverberating tone.
  Each non-hostile creature in the area of your light
  regains hit points equal to 2d10 + your Wisdom
  modifier. This has no effect on deafened creatures,
  constructs, or undead.
  Once you use this feature, you can’t use it again until
  you finish a long rest.
  MONK WAY OF HARMONY
  
  FEAT
  SINGING PRODIGY
  Talented at using the power of song and voice, you
  gain the following benefits:
  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill if you
  don’t already have it. Your proficiency bonus is doubled
  for any ability check you make that uses that proficiency.
  • You can cast enthrall once with this ability. Charisma is
  your spellcasting ability for this spell. You regain the
  ability to cast the spell when you finish a long rest.
  MAGIC ITEM
  BANDS OF SOLIDARITY
  Wondrous item, uncommon
  Bands of solidarity come in pairs. Each sturdy bracer
  bears a unique insignia that matches the other so they
  can easily be recognized, with the insignia typically
  representing an aspect of the bond between the pair for
  whom the bands were made. When a creature wearing
  a band takes damage, the creature wearing the other
  band can use its reaction to divide that damage equally
  between the two wearers.
  SINGER’S WAND
  Wondrous item, common
  This wand has 3 charges. While holding it, you can use
  an action to expend 1 of its charges to summon a 5-
  foot-diameter, 30-foot-high cylinder of shimmering
  light centered on you. The light moves with you, and
  lasts for 5 minutes or until you end it by bowing thrice
  in a row. While in the area of the light, you can make
  your voice heard up to 300 feet away and you have
  advantage on Performance checks made while singing.
  The wand regains all expended charges daily at
  dawn. If you expend the wand’s last charge, roll a d20.
  On a 1, a loud booing sound is heard as the wand
  crumbles to dust and is destroyed.
  SPELLS
  HARMONIC AMPLIFICATION
  1st-level evocation
  Casting Time: 1 reaction, which you take when a
  creature casts a spell of 1st-level or higher
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  Spell List: Artificer, bard, sorcerer, warlock, wizard
  You attempt to enhance the power of another spell
  through arcane harmonics. If the creature is casting a
  spell of 2nd level or lower that is on your class spell list,
  you make its effects harder to evade for this casting. If
  the creature makes any attack rolls or ability checks as
  part of the spell, they have advantage on all of those
  rolls or checks. If the spell forces other creatures to
  make a saving throw, those creatures have
  disadvantage on their first saving throw against the
  spell.
  At Higher Levels. When you cast this spell using a
  spell slot of 2nd level or higher, it can enhance the
  effects of a spell that is cast at one level higher than the
  spell slot you expend to cast this spell.
  CREDITS
  Cover Art: Kredinca (@Lost_Krendel)
  Cover Layout: Bethany Bracken (@BethanyDnD)
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Kai Linder and published
  under the Community Content Agreement for Dungeon Masters Guild.
  The mind flayer slithered a tentacle into its own nose and out its
  mouth, flapping it like a tongue as it began to speak alien words.
  “Ah, happy to have a chat for once,” the monk said, his tattooed
  goliath shoulders relaxing. He hummed a note and pointed at
  the tentacle-faced creature, and its speech became clear.
  “What’s it saying,” asked the cleric.
  “No peacful resolution this time, it says if we surrender we can
  serve as thralls instead of as meals.”
  “Time for a song then?”
  “Always.” The monk raised his arms, and in response a chorus of
  four voices rose into the air as glowing notes, harmonizing an
  epic of soaring heroes. A light began to glow in the goliath
  monk’s chest and he rose from the ground as the song
  intensified.
  “Never get tired of that soul song,” the cleric smiled, eyes closed.
  He began to sing along as he readied his shield.
  “I don’t want to sing, I never get it right,” grumbled the rogue.”
  SOUNDS OF HARMONY
  At its simplest, harmony is playing different musical tones
  together. Virtually all music we listen to today is uses
  harmony. Interestingly, the classic chant associated with
  western monks, Gregorian chant, lacks harmony as all
  voices sing the same notes rather than different ones! For
  a few examples of harmony in action, check out:
  Accapella: https://youtu.be/UFFWH8N9SLk?t=68
  Expert chordwork: https://youtu.be/hQjwkXrcUrs?t=30
  Top tier layering: https://youtu.be/dQw4w9WgXcQ
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/A Musical Subclass for Monks - Way of Harmony.pdf