Pop Star (5e Class)

From D&D Wiki

Jump to: navigation, search

Pop Star[edit]

A Pop Star Kitsune, singing her heart out.


In the vibrant land of Kirassasma, there lived a young and ambitious Pop Star. One day, while performing in a local talent show, showing of her deep singing, she caught the attention of a mobster group in the audience, who wanted her talents to make them money. Later that night, she was jumped by them in an alleyway. The lead mobster then said "Why hello there, little princess. Wanna make a little money?". She swiftly replied "I'm not a Princess, you hunk of dope.". He gave her a stern look. "I don't like that tone, you little brat!", he then said "GET HER!". they swiftly lunged at her, but she dodged, and retaliated with her microphone, knocking one unconscious. The lead mobster then pulled out a gun, but the Pop Star then sang very loudly into her microphone, sending him back, right into a pipe, piercing his chest, killing him instantly. the last one looked at her with awe, then looking at his fallen comrades, then back again. He then bolted out of the alley, deep into the night. there the Pop Star stood alone, then saying, "Chew on that, you crack addicted hobo!".


Powerful Singers[edit]

The Pop Star is one powerful support class. They buff others up, and can pack a punch when needing to. they can sing songs and dance to motivate team members, and bend foes minds to their advantage. They also know spells similar to a bard, but different. they use instruments to their advantage, and Charismatic composition to desive foes, and others who try to hurt them.

Creating a Pop star[edit]

When creating a Pop Star, think of how they got there. Did they used to be a bard, realizing the power they could wield? Or did their parents die, and a Pop Star raised them in their image? Or did they get a magical message saying that their destiny is to sing? Or maybe they had a good singing voice at a young age and it's been a dream job they wanted their whole life? no matter the reason for their cause, their goals are all the same, where they passion for singing is deep within their souls.

Quick Build

You can make a Popstar quickly by following these suggestions. First, Charisma should be your highest ability score, followed by dexterity. Second, choose the entertainer background. Third, choose the handaxes, crossbow, and disguise kit. Then choose the cantrips Message, Friends, Booming Blade, and Vicious Mockery. Then the 1st level spells Charm Person, Cure Wounds, Puppet, and Heroism.

Class Features

As a Pop Star you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Disguise kit, one gaming set of your choice, one musical instrument of your choice
Saving Throws: Charisma, Dexterity
Skills: Performance and choose 3 from Athletics, Acrobatics, Stealth, Arcana, Religion, Animal Handling, Insight, Deception, and Persuasion.

Equipment

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

  • (a) 2 daggers or (b) 2 hand axes
  • (a) a hand crossbow with 20 bolts or (b) a blowgun with 20 darts
  • (a) a disguise kit or (b) a gaming set
  • one musical instrument, a microphone, and a portable PA kit
  • If you are using starting wealth, you have 3d4 x 30 in funds.

Table: The Pop Star

Level Proficiency
Bonus
Features Stylish Showbiz cantrips known Spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Beautiful Smile, Charmer Armor, Shining Bright 0 2 0
2nd +2 Spellcasting, Song Of The Angels, Show Style, Stylish Showbiz 2 2 5 2
3rd +2 Dance Along 2 2 6 3
4th +2 Ability Score Improvement 2 3 7 3
5th +3 Song Of The Angels (2), Stylish Showbiz 3 3 8 4 2
6th +3 Show Style 3 4 9 4 2
7th +3 Stylish Showbiz 4 4 10 4 3
8th +3 Ability Score Improvement 4 4 11 4 3
9th +4 4 5 12 4 3 2
10th +4 Show Style, Stylish Showbiz 5 5 14 4 3 2
11th +4 Song of the angels (3) 5 6 15 4 3 3
12th +4 Ability Score Improvement 5 6 15 4 3 3
13th +5 Stylish Showbiz 6 6 16 4 3 3 1
14th +5 Show Style 6 7 18 4 3 3 1
15th +5 Stylish Showbiz 7 7 19 4 3 3 2
16th +5 Ability Score Improvement 7 8 19 4 3 3 2
17th +6 Dance Along (2) 7 8 20 4 3 3 3 1
18th +6 Show Style, Song of the angels (4) 7 9 22 4 3 3 3 1
19th +6 Ability Score Improvement 7 9 22 4 3 3 3 2
20th +6 Worldly Idol Unlimited 10 22 4 3 3 3 2

Beautiful smile[edit]

As an action you can use your smile to inspire a companion. Choose a creature that can see you within 60 feet. This creature gains a 1d8 bonus on its next attack roll or ability check.

Charmer Armor[edit]

Since you have a giant personality, you can change your AC to 10 + your Dexterity modifier + your Charisma modifier + your proficiency bonus.

Shine Bright[edit]

Because you are a singing sensation and listen to very loud music, you are immune to the Charmed or Deafened conditions. The Pop Star can also use her microphone to attack opponents. The microphone is a light, finesse, and special weapon. on a hit, it does 1d8 bludgeoning damage, and 1d4 force damage. If the Pop Star hits a critical hit with the microphone, the target is also now deafened.

Song Of The Angels[edit]

From 2nd level onwards, if you are holding your microphone in one hand, you can use a bonus action to sing. All creatures that can hear you gain +1 to their Armor Class, deal 1 additional radiant damage when they succeed on a weapon attack, and can't be deafened until the start of your next turn. At 5th, 11th, and 18th level, the bonus increases by +1 AC and +1 radiant damage.

Show Style[edit]

At 2nd level, you chose a Show Style. Choose between DJ Rapper, Soul Singer, and Emo Rocker, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th.

Stylish Showbiz[edit]

At the 2nd level, you gain the ability to channel your charm into magical effects. You start with two such effects, chosen from the Stylish Showbiz list later in this description.

You may use your Stylish Showbiz twice at first, and gains 1 more each extra effect you obtain, and you choose which effect to create. You must then finish a short or long rest to regain all your Stylish Showbiz again.

At 5th, 7th, 10th, 13th, and 15th level you gain an additional Stylish Showbiz effects, and you can use the Stylish Showbiz another time in between rests, and so on.

Spellcasting[edit]

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know two cantrips of your choice from the Pop Star spell list. You learn additional Pop Star cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pop Star table.

Spell Slots

The Pop Star 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 rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know eight 1st-level spells of your choice from the Pop Star spell list.

The Spells Known column of the Pop Star table shows when you learn more Pop Star spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table.

Additionally, when you gain a level in this class, you can choose one of the Pop Star spells you know and replace it with another spell from the Pop Star spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Pop Star spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Pop Star spell you cast and when making an attack roll with one.

  • Spell save DC = 10 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus

Your spellcasting focus is your microphone, and you use it for your spells.

Ability Score Improvement[edit]

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.

Dance Along[edit]

At the 3rd level, You can play catch music to get anyone dancing. Everyone must make a wisdom save throw (friends have advantage) or they are deafened and have to dance. When it's their next turn, they must make a wisdom save throw again to try to stop dancing. At 18th level, friends automatically succeed in the throw, and foes have disadvantage.


Worldly Idol[edit]

At the 20th level, the Pop Star is the master of the Stylish Showbiz. You now can use all 18 of the Stylish Showbiz attacks, if you have the requirement for them met. Your Charisma score also increases by 2 (to a maximum of 22) and also your microphone increases damage to 5d8 bludgeoning damage, and 5d4 force damage. And for one attack, she may also do 3d12 bonus radiant damage, once per short or long rest. you gain this features use when you complete a short or long rest.


Show Style[edit]

At 2nd level, you chose a Show Style. Choose between DJ Rapper, Soul Singer, and Emo Rocker. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th.

DJ Rapper[edit]

The Pop Star decides to use her voice and words to her advantage, and Beatboxes to antagonize foes

Screenshot 2023-12-15 11.32.51 AMdj.png
To Cool To Care

At 2nd level, The Pop Star can't be affected by the blinded or frightened condition.

Convincing Conversation

At 6th level, choose either the Persuasion or Deception skill. You gain proficiency in that skill. If you are already proficient with that skill, then your proficiency bonus is doubled for any ability check you make that uses that skill.

Angering Words

At 10th level, the Pop Star can yell at opponents to blindly enrage them. on the targets turn, the dash towards the Pop Star and attacks, And the have disadvantage on the attack roll, if they succeed, they hit you with a critical hit, if they fail, they get hit by a critical hit by hitting themselves.

Musical Background

At 14th level, you can play music to try to pump yourself up. you must make a charisma save throw against a DC of 15, and if you succeed, you gain advantage on all charisma throws you make, you gain 1d8 radiant damage to all damage rolls you make, and you gain +3 in your AC. you can do this once at the 14th level, and then 2 times at 20th, and regain the use of this feature after a short or long rest.

Beatbox Blowout

At 18th level, as an action, you can beatbox into your microphone, and everyone that can here it within 120 ft must make a dexterity save or they take 4d10 force damage, and are deafened for 1 minute. You must finish a short or long rest before you can use this feature again.

Soul Singer[edit]

The Pop Star decides to use her vocals to bend her foes minds and encourage her friends hearts and spirits.

Screenshot 2023-12-15 11.32.56 AMsoul.png
Deep Singing

At 2nd level, when you use your Song of the Angels feature, creatures you choose gain an additional +1 to Armor Class and +1 additional radiant damage to weapon attacks.

Smoothing Symphony

At 6th level, your singing voice is so gentle that when you sing during a short or long rest, everyone regains 2d12 hit points.

Vocal Cure

At 10th level, you can sing to a target that has any condition, you transfer that condition to yourself instead, curing them.

Pied Piper

At 14th Level, You can cast the confusion spell as a 4th-level spell without requiring material components. When you do so, you choose one race or type of creature. Creatures of other races or types automatically pass the saving throw, and must keep concentration for 30 seconds.

Hyper Concert

At 18th level,the Pop Star gets advantage on all roll she makes with checks that involve singing and dancing.

Emo Rocker[edit]

The Emo Rocker delves into the melancholic depths of music, harnessing their emotions to inspire both sorrow and strength in their allies.

Screenshot 2023-12-15 11.31.11 AMrock.png
Grump Face

At 2nd level, when you use your Beautiful Smile feature, you can instead choose to impose a 1d8 penalty on the next attack roll or ability check on the creature you choose.

Life Dew

At 6th level, As an action, the Pop Star can uter a chant, and one target within sight range must make a constitution save throw, or take 1d12 necrotic damage and is confused, and you heal the same damage that they took. this can be used once every short or long rest.

Undead Bodyguard

at 10th level, you scream a demonic scream, raising 2 undead servants. they follow any command that you mentally give them, and they do it to the best of their ability, for 24 hours. But, if you are harmed by anything living, they instantly stop what they're doing and will do anything to kill the attacker and protect you. they continue following you after the 24 hours are up, and will continue entel being killed. you can only have 2 at a time, and you can only summon them once every 5 days, and after the 5 days since you summoned them are up, you can do it again.

Devils Instruments

at 14th level, your instruments now are possessed, and now cant be broken, and they do 1d12 necrotic damage with the bludgeoning damage.

Rock Hard Tough

At 18th level, your will of not dying is so strong, when you drop to 0 hp, you gain 10 hp, and get 2 extra attacks on your next turn. this can be only used once per long rest.


Stylish Showbiz[edit]

These are all the Stylish showbiz actions you can choose from.

Adrenalin Blast[edit]

Requires: Soul Singer subclass.

As The Pop Stars action, she chooses herself and 2 other teammates of her choice and for 20 seconds, they get a +2 for their AC and attack rolls, and an extra 10 ft speed. After the 20 seconds are up, they now take 1d10 psychic damage.

Continuous Slap[edit]

requires: 7th level.

As an action, you barrage an enemy with slaps. Make an attack with your unarmed strike. You may use Dexterity instead of Strength for the attack and damage roll of this unarmed strike. If the attack hits, you roll a d4 in place of the normal damage of your unarmed strike, and you may make another such unarmed strike against the same target. This process repeats until you miss.

Copycat[edit]

requires: Passive Perception 13, Intelligence 13

As the Pop Stars action during combat, If anyone uses a spell (friend or foe) from the duration of your last turn to this turn, and you saw them cast the spell, you can copy it exactly, down to the te. after you use the spell, you take 1d4 necrotic damage equal to that spells level. at levels 10, 15 and 20, the dice of damage done to you increases to a d6 at 10th, a d8 at 15th, and a d10 at 20th.

Deadly Stare[edit]

requires: Emo Rocker Subclass.

As an action, the Pop Star stares deeply into an opponent's soul. They must make a wisdom save throw or take 2d8 necrotic damage at the start of their next turn, and keep making throws on the start of their turns entel succeeds.

Disarming Voice[edit]

requires: Constitution 13.

As an action you yell loudly into your microphone, with an ear shattering pitch. You must roll a d20, and compare the roll with proficiency modifier, to everyone's (friend and foe) passive perception. If its lower, they spotted you preparing this and is unaffected, but if its higher, they take a surprised turn there next turn, and are deafened for every number higher from the passive perception you rolled.

Draining Kiss[edit]

requires: Charisma 13.

As an action, the Pop Star walks up to an opponent, and kisses them, stealing a part of their soul. The target then must do a wisdom save roll or take 2d8 psychic damage, and you heal the same number of hit points they took. If the target is charmed by you, they automatically fail the save throw, and take 4d8 psychic damage instead and are still charmed, with the same healing properties.

Encore[edit]

requires: 7th level

As a bonus action, the Pop Star praises a teammate, and they get 2 bonus attacks for their turn. If their turn happened already, they do the attacks now. If they haven't, they do it on their next turn.

Fake Tears[edit]

requires: Charisma 18, proficiency in deception.

As an action, the Pop Star starts to cry and bawl loudly for 30 seconds. All enemies that can either hear or see the Pop Star must make a wisdom save throw or they can't be within 10ft of the Pop Star or attack her. On a fail, they can approach her, but if they attack her, the attack must beat the Pop Stars DC or take 6d8 psychic damage, and 3d8 damage on a success. The Pop Star must keep constatration in order to pull of the crying, and her speed is reduced to 0 for the duration, and she is also prone.

Fan Squad[edit]

requires: 8th level.

As an action, the Pop Star summons a number of fans (people) by 1d20 for 30 seconds. each fan can cheer on a person, or yourself, choose by you mentally as a bonus action. The fans grant the person there cheering for +1 to their AC, attack rolls, and damage rolls. You can also have all of them cheer on one person or yourself. They spawn in a cube of 100 feet randomly.

Firework Frenzy[edit]

requires: 5th level.

As an action, the Pop Star launches a firework in any direction within 120 ft, and explodes. the blast is a radius of 15 by 15 ft, and everyone in the area must make a dexterity save or take 2d12 radiant damage, and is blinded for 12 seconds. If they succeed, they take 1d12 instead and no blind condition. at the 10th and 15th level, the number of fireworks that can be launched increases by 1 each time.

Mic Boom[edit]

requires: Free.

As an action, the Pop Star hits her microphone on an object, causing giant feedback and vibrations. Anyone in a 60 foot cone must make a dexterity save throw or take 2d12 force damage and be deafened, and half and no deafness if it succeeds.

Pyrotechnics[edit]

requires:15th level.

As an action, the Pop Star calls out and a cylinder of 15 by 15 feet arises from the ground within 120 feet. All targets in the flame must make a dexterity save throw or take 4d12 fire damage, and half if it succeeds. the flame area is considered difficult terrain, and the flame lasts for 20 seconds.

Rainbow Friend[edit]

requires: Wisdom 13.

The Pop Star calls on a rainbow to hit a teammate within her sight, and their skin flashes colors of red, orange, yellow, green, blue, and purple. Using her action, Entel the targets next turn, if they are attacked, the attacker makes a dexterity save throw or takes 2d12 radiant damage, and half on a success.

Shining Star[edit]

requires: Free.

As an action, the Pop Star creates a glowing star, and she hurls it at a foe. You make a ranged spell attack, on a hit, it does 2d4 radiant damage, and 2d8 slashing damage. this increases by 1 star at 5th, 13th, and 18th level.

Stage Fright[edit]

requires: 6th level.

As an action, the Pop Star conjures 10 spotlight-like objects to shine at one opponent of your choice, and then the target must make a charisma saving throw or be frightened by everyone and disengage for 1 minute.

Trick Room[edit]

requires: Charisma 13, Intelligence 13

As the Pop Stars action, she summons an area of 60 by 60 ft within 120 feet of her to be known as the "Trick Room". This area has many effects to anyone who enters, and here's a list

  • All rolls made are flipped, instead of using the top number, use the number that was on the bottom instead.
  • If a creature has advantage on a roll, it becomes disadvantage, and disadvantage has advantage now.
  • All radiant attacks made does one extra dice, necrotic does half off normal damage, and psychic does nothing within the area.
  • No magic can be cast in the area
  • All buffs that boost rolls now debuff them, and debuffing rolls no boost them

Unpopular Curse[edit]

requires: DJ Rapper subclass.

As an bonus action, the Pop Star yells embarrassing things about an opponent or bad things he/she said about the team to his/her teammates, and they must all take a wisdom save throw or they look at the target as an hostile, and they use there next turn to attack him/her.

Vocal Flock[edit]

requires: Charisma 13

The Pop Star sings so strongly into her microphone, that birds made of sound manifest. As her action, she sings into her microphone creating birds equal to how many cantrips you know that are considered a tiny light elemental, and they each fly to someone of your choice, or direct them to one creature. The target must make a dexterity save or take 1d10 force damage


Pop Star Spell List[edit]

You know all of the spells on the basic Pop Star spell list and additional spells based on your subclass.

Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Pop Star class, you must meet these prerequisites: charisma 15

Proficiencies. When you multiclass into the Pop Star class, you gain the following proficiencies: Portable PA kits, Single Weapons, Microphones, gaming Set


5.00
(one vote)

Back to Main Page5e HomebrewClassesis based in music, travels, performance, and/or a wide range of spells

Home of user-generated,
homebrew pages!


Advertisements: