Songstress (5e Class)

This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide. Missing subclasses.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

This page is of questionable balance. Reason: This class gains three uses of the lucky feat, in addition to several other extremely powerful features.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

This page needs grammatical help. Reason: Many features are poorly worded, and don't use proper DnD language.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Songstress


Songstresses have always been princesses or of royal blood. Each Songstress has always had an affinity for any lance like weapon, along with a voice said to have magical property that can heal others and refresh them in battle. While they have limited spellcasting ablity, these songstresses are still very capable when it comes to skills in battle, and are amazing performers.

Songstress's favor elegance and charismatic persuasion over combat. Others choose to use their voice for support in battle and greed when not in battle. Others use they voice and skills to bring peace even if they have to dirty their hands. Whether it be elegance and charismatic persuasion, or combat focus, what also affects their choice is how they were treated while they were part of a noble family or if they were abandoned by their parents and grew up with a common family.

Creating a Songstress

How were you raised where you noble or got raised by a common family unknowing of your past? When did you reliaze your voice has magical Property? What Lance weapon looked more intresting to your person? Was whoever raised you kind, caring, or where they greedy?

Quick Build

You can make a Songstress quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose the Entertainer background.

Class Features

As a Songstress you gain the following class features.

Hit Points

Hit Dice: 1d8 per Songstress level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Songstress level after 1st

Proficiencies

Armor: light armor
Weapons: Simple weapons, martial weapons
Tools: disguise kit, forgery kit
Saving Throws: Intelligence, Charisma
Skills: Choose three from Performance, Persuasion, Perception, Sleight of Hand, and Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Songstress

LevelProficiency
Bonus
Features
1st+2Sing, Lucky 1, Healing Descant
2nd+2Inspiring Song, Voice of Peace, Foreign Princess
3rd+2Fighting Style
4th+2Ability Score Improvement
5th+3Luna, Sol
6th+3Lucky 2, Miracle
7th+3Defense, HP
8th+3Ability Score Improvement
9th+4
10th+4Gray Waves, Rally Luck, Quick Draw
11th+4Swap, Aegis, Pass
12th+4Ability Score Improvement
13th+5
14th+5Vantage, Astra
15th+5Singer's Blessings, Countermagic, Counter, Lancefaire
16th+5Ability Score Improvement
17th+6
18th+6Lucky 3, Wary Fighter
19th+6Ability Score Improvement
20th+6Perfect Sing

Sing

Starting at 1st level, your voice can bend time itself, allowing others to get a chance to attack or move. You can use an action to target an ally within 10 feet of you to either make another move action, or another attack action.

Lucky 1

Once per long rest, you can reroll 1d20 for an attack action or a saving throw.

Healing Descant

You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Songstress level x 5 using the healing power of your voice.

You can only heal up to half of their maximum health.

Inspiring Song

At 2nd level your voice has became so enchanting, that whenever you use Sing on a creature within 10 ft that you can see, said target can roll a d4 and add the number rolled to one attack roll or saving throw until your next action.

Voice of Peace

At 2nd level, your presence makes any creature unwilling to hurt you. Enemies within 10 feet of you gets a -2 to their die damage when attacking you with a meele weapon.

Foreign Princess

At 2nd level you learn to read other people’s hearts, whenever you dont trust a target you can make a Charisma Roll, where its difficulty its based on the target Wisdom, on a succesfull roll you understand if what the target is saying resonates with his heart or not.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 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.

Once you reach the 5th level, your mystic power awakens even more than before, allowing you to restore 30% of your maximum HP once per combat as a bonus action.

Sol

When you reach 5th level, once per long rest, you gain the ability to call a soothing song of the sun and enchance your next attack to regain half of damage dealt to enemy, as a bonus action.

Luna

When you reach the 5th level, your bond with nature starts to grow stronger and the Moon gives you the power to break trough enemy defences. Once per long rest, you can empower your weapon to ignore half of AC of one creature and any resistences they could have. Until your next turn, said target has vantage when attacking you and ignores Voice of Peace.

Lucky 2

At 6th level you can use lucky skill twice per long rest.

Miracle

Once you reach the 6th level, your karmic power is overflowing, saving you from most situations. Once per long rest, when you fail a saving throw against an attack that would redouces your Hit points to 0 or less you can do a Wisdom Saving Throw, difficulty class is chosen by your DM, on a succesful one, you became unconcious with 1 Hit Points but stable.

Defense

7th level your AC increases by 1.

HP

7th level maximum HP increase's by 1.

Gray Waves

Reaching the 10th level, your voice has becoming so ispiring that even a God would be jelous of your talent. Once per long rest you can inspire a Creature that can hear you, giving them advantage on their next attack.

Rally Luck

Reaching the 10th level, you can use your voice as a ritual to please the Gods of Luck. Once per long rest as an action, you can really all allied creatures within 10 feet of you, giving them advantage on all attack rolls and enemy creature that can hear you must make a Wisdom saving throw, on a failed save they gets disadvantage on all attack rolls untill their next turn. During your next turn you cannot move or attack.

Quick Draw

When you reach the 10th level, you have complete control over your body, making you able to strike harder than ever. When you make a succeful attack against a creature you can add +4 to your Damage Roll. You can use this feature a number of time equal to your Dexterity Modifier (a minimum of once).

Swap

Reaching the 11th level you learn to bend space and time with your voice. Once per long rest you can use your reaction to exchange place with a creature that you can see.

Aegis

Reaching the 11th level you can use your voice to defend yourself from enemies attacak. When an enemy attacks you with a spell or a ranged attack you can halve the damage before knowing if the attacks land or not. You can use this feature only a number of time equal to your Charisma Modifier.

Pass

At the 11th level, you learn to hide your presence when sining, you cant trigger reaction attacks while moving.

Vantage

14th level if you have half or less of maximum HP you attack an enemy first if they attack.

Astra

14th level player can roll a percent die if above 50% you get to attack 5 times and deal half damage for each attack. Below 50% doesn't activate.

Singer's Blessings

15th level as an action all allies adjacent to you when you activate this ability receive half damage from all attacks by an enemy last's till your next turn.

Countermagic

15th level after receiving all magic damage from the enemy have the caster of the spell must make an Intelligence saving throw equal to the casters spell DC or receive full damage on a failed save or half on a successful save.

Counter

15th level when a player takes damage from a weapon the enemy must make a Dexterity saving throw equal to 8 + your Dexterity modifier + your proficiency bonus or take full damage on a failed save or half on a successful save.

Lancefaire

15th level damage dealt with a naginata or any lance weapon +5.

Lucky 3

At 18th level can use the lucky feat 3 times a day.

Wary Fighter

At 18th level as an action you and an enemy can only make one attack last's till your next turn.

Perfect Sing

At 20th level you have perfected your voice to allow all allies are granted another action of their choice.



Multiclassing


Prerequisites. To qualify for multiclassing into the Songstress class, you must meet these prerequisites: Intelligence 13 and Charisma 13

Proficiencies. When you multiclass into the Songstress class, you gain the following proficiencies: light armor, Two Skills from the Class List, and proficiency with either a disguise kit or a forgery kit.


Back to Main Page 5e Homebrew Classes

gollark: > The relatively small, liberal, pro-business, outspoken government juggles the competing demands of Administration, Education, and Industry. Citizens pay a flat income tax of 8.2%.
gollark: > The Free Land of Anrak is a massive, efficient nation, remarkable for its deadly medical pandemics, keen interest in outer space, and absence of drug laws. The hard-nosed, hard-working, democratic population of 2.677 billion Anrakians live in a state of perpetual fear, as a complete breakdown of social order has led to the rise of order through biker gangs.
gollark: I have Notelia, my main one which also seems to have gone socialist because the game seems to like that for some reason, Anrak, where there is literally no law enforcement (but government-provided education if I remember right), and Doemokria, where I do random testing.
gollark: I mostly just answer the issues occasionally on my three nations.
gollark: Also, I use ly (it's in the AUR) as my, er, desktop manager. It's pretty nice, has a neat TUI design.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.