Songweaver (4e Class)

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A songweaver.


Above all shadows rides the Sun
and Stars forever dwell:
I will not say the Day is done,
nor bid the Stars farewell.
—The Return of the King
Class Traits
Role: Leader. You inspire your allies and provide healing with the music you weave.
Power Source: Arcane. You weave arcane power into your music to inspire allies and bring your foes to their knees.
Key Abilities: Charisma, Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Wands, Musical Instruments
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 Charisma
Trained Skills: Arcana.  From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Cha), Bluff (Cha), Diplomacy (Cha), Heal (Cha), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Stealth (Dex)
Build Options: Dancing Songweaver, Healing Songweaver, Radiant Songweaver, Sylvan Songweaver
Class Features: Arcane Healer, Arcane Instrument Mastery, Healing Melody, Lesser Spells, Ritual Casting

To a songweaver, the arts of music, dance and song are no different from the art of magic. Songweavers have innate magical talent. To them, magic is like singing; an innate talent that can be honed by practice, not by study. Songweavers also have an innate mastery over music, and can, given almost any instrument, play improvised music to near perfection. Songweavers combine their talents for magic and music by weaving magical power into music, and magical melodies into a greater song.

As a songweaver, you master the arts of natural magic—the magic of the elves—alongside song and music. With a note, you can force your enemies to move as you will and move your allies to advantageous positions, with a song you can cause nature to rise up and smite your foes and with a harmony you can heal your allies.

With the music of the elves playing from your instrument and songs of the elder days passing through your lips, you inspire your allies to greater acts of valour and bring fear to your foes. Will you travel the land bringing healing to the injured or bring protection to nature.

Songweaver Overview

Characteristics: Most of your powers are close powers, though you have some powers that work like ranged powers, and some powers that are melee powers. Your close powers damage your enemies and grant bonuses and healing to your allies. You work best in the thickest of the fighting, closest to as many enemies and allies as possible. Your powers also have significant control effects.
Races: The elves develouped the art of songweaving, and therefore make the best songweavers, their high [[4e Index (4e Other)#Ability Scores

Creating a Songweaver[edit]

A Songweaver is a kind of Bard (Players Handbook 2). You can take feats, paragon classes, epic destinies or equipment that have Bard as a prerequisite. When you gain a power, you may select one of the powers presented here, or any Bard power of the same type and level.

All songweavers use Charisma for their attacks. Dexterity improves the effects of melee and sylvan powers, while Wisdom is used for healing and radiant powers.


Songweavers use wands to direct and control their spells. When you wield a magic wand, you can add its enhancement bonus to the attack rolls and the damage rolls of bard powers and bard paragon path powers that have the implement keyword. Without a wand, you can still use these powers.

Songweavers can use musical instruments as implements for bard powers and bard paragon path powers, weaving magic into the music that the implements play. A songweaver can use any musical implement as an instrument, though four varieties of musical instrument are more common; bells (a set of seven bells from the size of a pillbox up to a clenched fist worn on a bandolier), flutes (known for their powers of healing), harps (thought to have time-manipulating abilities) and lutes (known for their ability to bring heart to those of failing courage).

When you weild a musical instrument, you can add its enhancement bonus to attack rolls and damage rolls made as part of songweaver powers and songweaver paragon path powers with the implement keyword.

Songweaver Class Features[edit]

All songweavers share these class features.

Arcane Healer[edit]

You add your Charisma score to the number of healing surges rather than your Constitution score. In addition, when you use the heal skill, it is based on your Charisma score rather than your Wisdom score.

Arcane Instrument Mastery[edit]

You specialise in the use of one kind of musical instrument to gain additional abilities when you use it. Choose one of the following forms of instrument mastery.

Bells of the Ancients: A set of bells consist of seven bells in a bandolier which is strapped to your chest. Each bell has is named after a powerful being from long ago (from smallest to largest; Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth and Astarael the Sorrowful). Once per encounter, as a free action, you can increase the size of a burst or blast by 1. You must wield your bells to benefit from this feature.
Flute of the Healer: A flute is usually made of wood, with intricate patterns carved along its length. When you grant healing with one of your songweaver powers or songweaver paragon path powers, you add your Charisma modifier to the amount of hit points the recipient regains. You must wield your flute to benefit from this feature.
Harp of Time: A harp consists of a wooden frame, carved with intricate arcane symbols, with strings across the frame. Once per encounter, you can use your harp to gain one of the following two effects.
You can designate one creature you have cast a songweaver spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a songweaver at-will spell that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. You must wield your harp to benefit from these features.
Lute of Enheartenment: A lute consists of a long neck and a large bowl, carved with intricate patterns, strung from the bowl to the head. Once per encounter as a free action, you can provide a +1 power bonus to the next attack roll made by each ally within 2 squares.

Healing Melody[edit]

You can use healing melody as an encounter power.

Healing Melody Songweaver Melody
You weave pure notes of hope into your song, healing the wounds of an ally.
Encounter Star.gif Arcane, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

Lesser Spells[edit]

Lesser spells are simple spells that you gain at 1st level. You can use the Charm, Ghost Sound, Globe Light, Healing Touch and Mind Influence as at-Will powers.

Charm Songweaver Lesser Spell
With a wave of your hand you create a minor trick.
At-Will Star.gif Arcane
Minor Action Ranged
Effect: You can use this power to accomplish one of the effects given below.
  • Move up to 1 pound of material.
  • Create a harmless illusion such as a shower of sparks or a 3D image of an object. You can move such an object as part of the effect.
  • Warm or chill up to 1 pound of non-living material for up to 1 hour.
  • Make a small illusionary mark or symbol appear on a surface for up to 1 hour.

Nothing you can create with this power can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This power cannot duplicate the effect of any other power.

Special: You can have as many as three charm effects active at one time.

Ghost Sound Songweaver Lesser Spell
You create a sound that emanates from close by.
At-Will Star.gif Arcane
Standard Action Close
Target: One object or unnocupied square in burst
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Globe Light Songweaver Lesser Spell
With a thought, you create a bright, glowing ball of light that floats around you.
At-Will Star.gif Arcane
Minor Action Personal
Effect: You create a glowing ball that floats around you and sheds bright light. The light fills your square and all squares within 4 squares of you and moves along with you. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can only have one globe light active at any one time. If you create a new globe light, the old one winks out. Putting out the light is a free action.

Healing Touch Songweaver Lesser Spell
Laying your hand upon your ally, you channel healing magic into her.
At-Will Star.gif Arcane
Special: You can use this power a number of times per day equal to your Charisna modifier (minimum 1), but only once per round.
Minor Action Melee touch
Target: One willing creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Mind Influence Songweaver Lesser Spell
With a wave of your hand you move an object with the power of your mind.
At-Will Star.gif Arcane
Minor Action Ranged
Effect: You can pick up, move or manipulate an object weighing 20 pounds or less that is up to 5 squares away without touching the object. If you are holding the object you wish to manipulate, you can move the object into a pack, pouch, sheath, or similar and simultaneously move any one object carried or worn anywhere on your body to you hand with your mind (so you do not need to physically move either object). As a move action, you can move an object carried in this way up to 5 squares. As a free action, you can drop an object you are holding in this way and end the effect.
Special: You can have only one mind influence effect active at any one time, and a mind influence effect can only influence one object.

Ritual Casting[edit]

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 Gentle Repose ritual and one other 1st-level ritual of your choice.

You can use any ritual with the bard class as a prerequiste as if you were a bard.

Songweaver Powers[edit]

Songweaver powers are called spells, and you create them by weaving magic into melodies and songs.

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