Chanter (4e Class)

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Contents

[edit] Chanter

Let us dedicate our psalms to the gods and feel their power envelope us! Let us fight as if we were gods ourselves!
Class Traits
Role: Controller. Your mastery over divine mantras allows you two bolster all of your allies with a single word. Depending on your Divine Soul, you lean towards either Striker or Leader as a secondary role..
Power Source: Divine. You invoke psalms into the form of runes, and chain them together as pure temperamental wrath, or a Mantra of divine power..
Key Abilities: Intelligence, Charisma, Wisdom
Armor Proficiencies: Cloth, Leather, Hide, Chain-mail
Weapon Proficiencies: Simple Melee, Military Melee
Implements: Staves, Rods, Holy Symbols
Bonus to Defense: +2 Will
Hit Points at 1st Level: 13 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: Religion.  From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Healing (Wis), Diplomacy (Cha), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha)
Build Options: Conviction Chanter, Mantra Master
Class Features: Ritual Caster, Mantra Mastery

The Chanter can be explained in two words: commandment and conviction. They rigorously train the body and mind to become skillful in divine healing, attacking, and enhancement magic. In addition to their magical abilities, they also possesses exceptional skills involving the use of the staff, using it both as a focus and a weapon. The chanters uses mantra magic to inspire the morale of allies, and since they can strengthen abilities, they are the gathering center during battle.

Chanter Overview

Characteristics: The Chanter is similar in personality to the Cleric, but possesses more variety when it comes to magical attack skills. This means the Chanter has a massive amount of versatility, using powerful spells and exceptional melee combat to dispatch foes.

Chanters also possesses a variety of enhancement, recovery and curing abilities. In particular, the area of enhancements, called Mantras, are the Chanter’s trademark skills. This allows a Chanter to not only bolster its own abilities, but to also enhance nearby allies as well.

Religion: The source of a chanter's power comes from conviction. They harness divine magic to control the battlefield and aid allies. While a god is the means to this power, it can also be attained through the study of mantra magic, the main ability of the chanter.
Races: Mantra magic was first invented by the Teiflings, who wanted a more passionate way of controlling divine magic. Soon the craft was learned by other more inquisitive races, and spread to the likes of even the Goliaths and Charr.

[edit] Creating a Chanter

The Chanter can follow their own path when it comes to ability, but most yield to become Conviction Chanters or Mantra Masters. While a conviction chanter relies on the healing arts, the Mantra Master is dedicated to the Mantra magic that grants the Chanter their powers. Both professions harness the destructive power of divine magic.

[edit] Conviction Chanter

A Conviction Chanter does not specialize in Mantras, but rather the volatile spells of Divine magic. They specialize in destroying as many foes as possible in the smallest amount of time, abjuring them with godly wrath.

Suggested Class Feature: Convicted Soul
Suggested Feat: Burning Blizzard, Human Feat: Action Surge
Suggested Skills: Arcana, Bluff, Intimidate
Suggested At-Will Powers: Icy Banishment, Caustic Strike
Suggested Encounter Power: Freezefire
Suggested Daily Power: Strike of the Gods
[edit] Mantra Master

Mantra Masters are the power behind the hero. They specialize in enhancement and healing power, and manipulate the battle like the eye of a turbulent storm, and bringing their friends back from the brink of death.

Suggested Class Feature: Harmonious Soul
Suggested Feat: Durable, Human Feat:Human Perseverance
Suggested Skills: History, Heal, Insight
Suggested At-Will Powers: Strike of the Priest, Healing Gaze
Suggested Encounter Power: Mantra of Strength
Suggested Daily Power: Mantra of Divine Elements

[edit] Chanter Class Features

All Chanters share these class features.

[edit] The Divine Soul

A Chanter's power is innate, it cannot be learned, only refined and trained. The reason why is because Chanters have a special soul, a gift from the gods or some dark pact with an evil entity, that is the source of their power. These souls reflect the Chanter's view of the world, and dictates the structure of it's abilities. You may have been predestined to become the divine hand of wrath, or perhaps you see the true godly design, and seek to solve it's mysteries.


Convicted Soul: You deal an ongoing 2 elemental damage (save ends) to foes hit by powers with either the fire, acid, cold, radiant, or thunder keywords when you use a power with one or some of those keywords. This becomes an ongoing 4 at 11th level, and an ongoing 6 at 21st level. Also, any allies within 3 squares of you gain a -2 to their wisdom modifier, and add an +1 to the range of any powers that are blasts, bursts or area attacks.

Harmonious Soul: You gain a bonus to rolls for utility powers equal to 1+ 1/2 of your level. This bonus becomes a 2 at 11th level, and a 4 at 21st level.

[edit] Other Class Features

Mantras: Chanters have access to a group of spells called Mantras. In the Chanters' case, Mantra Powers (which have the Mantra keyword) are persistent zones created around the Chanter, bolstering the abilities of the Chanter and its allies. A Chanter can only have two Mantras active at a time.

Battle Staff: Chanters have a +1 to attack roles with chanter powers while wielding a staff and deal base 1d10 damage with staves instead of 1d8.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered: the Bloom ritual and one other 1st-level ritual of your choice.


Channel Divinity: Flood of Destruction Chanter Class Feature
You call forth a cleansing flood to purge your enemies.
Encounter Star.gif Divine, Radiant, Cold, Implement
Standard Action Close Blast 5
Target: All enemies in blast
Attack: Intelligence Vs. Fortitude
Hit: 1d8+ Intelligence modifier water damage, and all creatures in burst are dazed (save ends).

This becomes 2d8 at 11th level, and 3d8 at 21st level.


[edit] Powers

All Chanter powers are called Prayers. A list can be found Chanter Powers (4e Power List).



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