Voice of the Gods (5e Class)
Voice of the Gods
There are bards who walk on this plane who are beloved by all the gods. They're generally beloved by people, and can commune with their gods. Though they are beloved, a voice of the gods also have many enemies such as cult leaders and some clerics who deem them a threat to their own gods. A voice of the gods generally wears a mask to conceal their identity so that they can elude their enemies.
(Warning from the creator of Voice of the Gods: This class is specifically made for one-shot campaigns. This class is NOT meant to be used in normal campaigns. Have a great day!)
Class Features
As a Voice of the Gods you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Voice of the Gods level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Voice of the Gods level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Charisma, Dexterity
Skills: Choose four from Acrobatics, Deception, Intimidation, Perception, Persuasion, and Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded leather armor and 2 daggers or (b) padded armor and a holy symbol
- (a) A hand crossbow, a quiver, and 20 bolts or (b) two martial weapons
- (a) A dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus | Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Soothing Voice | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Blade Song, Mimicry | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Gods' Blessing | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Extra Attack, Gods' Blessing Improvement | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Blade Song Improvement | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Siren's Call | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Angel's Weapon | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Blade Song Improvement | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Voice of the Desolate | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Communion With the Gods | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Voice of the Desolate Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Blade Song Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Zone of the Atoned | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | God's Divine Voice | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
You learned how to channel the power of your spells by the sound of your voice and music.
- Cantrips
You know three cantrips of your choice from the bard or sorcerer spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voice of the Gods table.
- Preparing and Casting Spells
The Voice of the Gods table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long or short rest.
- Spellcasting Ability
Charisma is your spellcasting ability for your Voice of the Gods spells. You use your Charisma whenever a spell refers to your spellcasting ability. You use your Charisma modifier when setting the saving throw DC for a bard/sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Soothing Voice
Beginning at 1st level, you can use an action to cast healing word at 1st level without expending a spell slot. You cannot use this feature again until you finish a short or a long rest.
Blade Song
Beginning at 2nd level, you can channel the power of your voice into your weapons. As an action, you can command two melee weapon that you are holding to levitate three to ten feet above the ground within one to five feet around you. As a bonus action, you can command your weapon to do one of the following, and only one per turn.
- Move with a flying speed of 60 feet
- Attack a creature within range
- Fly back to you, this cannot be done if the sword is more than 120 feet away
When the weapon attacks a creature, it must make a Dexterity saving throw against your spell save DC. If it fails, the weapon hits and deals it's normal damage + 1d6 of the same damage type.
A levitated weapon affected by this feature can be grabbed by a creature, however, if you use a command on a held levitated weapon, the creature must make a Dexterity saving throw. If it succeeds, then your command doesn't work on the weapon and you cannot command it again that turn. If the creature fails, then the weapon pulls itself from the creature's grip and follows your command. If a levitated weapon affected by this feature reaches 300 feet or more away from you, it no longer becomes affected by this feature and falls to the ground, unless held by another creature.
When you reach 6th level, the weapon deals an extra 2d6 of the same damage type. In addition, you can command three melee weapons that is on your body to levitate, and you can use a single bonus action to command each weapon. When you reach 10th level, you can command four melee weapons with a single bonus action, and the extra damage goes up to 3d6 of the same damage type. When you reach 17th level, you can command five melee weapons with a single bonus action, and the weapons do not have to be on your body for you to affect it. Additionally, the extra damage goes up to 4d6 of the same damage type.
Mimicry
Beginning at 2nd level, you have enough manipulation with your voice where you can copy a sound or voice made another creature. In order to do so, you must listen to and study the sound or voice that you want to mimic for at least a minute. When you have done so, you can mimic that sound or voice whenever you want, as much as you want.
Gods' Blessing
Beginning at 3rd level, you receive the tongue of the angels and the power of the monstrous yells, described below.
- Tongue of the Angels
You can understand and speak any of the standard languages, though you cannot understand any exotic language. While talking to a humanoid, you may attempt to charm the humanoid. The humanoid must make a Wisdom saving throw or else become charmed by you. If the creature succeeds, it knows you attempted to charm it, and it has advantage on it's next Wisdom saving throw against this effect. Creatures that cannot hear or have the deafened condition are immune to this effect. When you use this feature, you cannot use it again until you finish a short or long rest. At level 10, you can understand and speak any language.
- Monstrous Yell
You can take an action to cause your voice to boom to a volume 10 times louder than normal for one minute, making the sound of any creature you desire while dealing thunder damage. Any creature within 120 feet of you must make a Wisdom saving throw. On a failure, they take 3d10 thunder damage. On a success, they take half the damage. Any creature that cannot hear or has the deafened condition is immune to this effect. You must complete a short rest before being able to use this feature again.
When you reach 5th level, you gain another of the Gods' Blessings; Muse Command.
- Muse Command
As an action, you can attempt to force a creature within sight to forfeit its turn and do nothing. When you do this, the target must make a Wisdom saving throw. If it fails, it does not move nor does it take any actions, and it cannot take reactions or legendary actions until the beginning of your next turn. You can use this feature up to three times between long rests.
Ability Score Improvements
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.
Extra Attack
Beginning at 5th leveI, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Sirens Call
Beginning at 7th level, you are able to use your voice to call a magical steed to you. You can cast find steed with the celestial type, at will without expending a spell slot. When you do so, you cannot use this feature again until you finish a long rest
Angel Weapons
Beginning at 9th, you can use an action to turn some or all of the weapons or ammunition on your body and those affected by Blade Song invisible. Creatures cannot grab levitating weapons while they are invisible. These weapons stay invisible until you make an attack with them or dispel the effect, the latter you can do anytime. If the weapons have been invisible for one hour, they turn visible again and this feature will not work on that weapon again for 2d4 hours. When you make an attack with an invisible weapon or ammunition, you make the attack roll with advantage. When you make an attack with an invisible levitating weapon, the target has disadvantage on its saving throw. When you use this feature, you can't use it again until you finish a short or long rest.
Voice of the Desolate
Beginning at 11th level, you can cause your voice to drive creatures who can hear you into insanity. You can take an action to force all creatures within 60 feet of you to make a Charisma saving throw. You can grant immediate success to any number of these creatures. Creatures who fail the saving throw is induced with a short-term madness. Creatures who succeed on the saving throw become immune to this feature for five days. When you use this feature, you can't use it again until you finish a long rest.
When you reach 14th level, creatures who fail the saving throw against this feature are induced with either a short-term madness or a long-term madness, your choice.
Voice of Miracle
Beginning at 15th level, your voice has become known and favored by some of the gods. You can spend one minute praying to the gods. After the one minute, during which you must spend no speed or take no action, you and up to nine other creatures within 60 feet that you choose regain all of their hit points and hit dice. When you use this feature, you cannot use it again until you finish a long rest.
Zone of the Atoned
Beginning at 18th level, you can use an action to speak peaceful words and cause a sphere with a radius of 75 feet to form, with you at its center. The sphere lasts for 3 minutes, and does not move with you. Also, the following effects are in place;
- Spells cannot be casted within this sphere. Those who attempt to cast a spell will waste the spell slot and nothing else happens.
- Legendary actions cannot be taken within this sphere. Those who attempt to use legendary actions will waste those actions with no additional effect.
- Whenever a creature deals damage while within the sphere, after rolling damage, the attacker must succeed on a Wisdom saving throw with disadvantage, or take 10d12 psychic damage. This damage ignores resistance and immunity to psychic damage.
- The sphere is not considered magical when talking about detect magic, antimagic field, etc.
When you use this feature, you cannot use it again for 120 hours.
God's Divine Voice
You can spend three rounds praying to any god of your choice. While praying, you start speaking in an old tongue, which no one around you can understand and a wall of legendary weapons surrounded you while praying. Any creature that attacks you while your praying rolls at disadvantage due to the sheer power that the legendary weapons emit. Any creature within a 60 foot radius of you also has to roll a constitution saving throw of 18 or higher to avoid taking 3d10 physic damage every round. Once your prayer is over, you can use the voice of the deity you connected to through your prayer to cast the spell wish without expanding a spell slot. When you use this feature, you can't use it again until you finish a long rest.
You can take spend one minute praying to any god of your choice. During this time, you cannot move, take actions, or speak to anyone other than your god. While praying, you speak in an ancient tongue in which no one around you can understand. While praying, a sphere with a radius of 60 feet forms around you, you being the center. The following effects are in place for any creature within this sphere.
- Attack rolls made against you have disadvantage.
- Any creature (including allies) who end its turn within this sphere must succeed on a Constitution saving throw or take 3d10 psychic damage.
After you finish praying for one minute, you can use the voice of your deity to cast wish without expending a spell slot. When you use this feature, you can't use it again for 5d4 days.
Multiclassing
Prerequisites. To qualify for multiclassing into the Voice of the Gods class, you must meet these prerequisites: charisma 18
Proficiencies. When you multiclass into the Voice of the Gods class, you gain the following proficiencies: deception and persuasion
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