Songstress (5e Class)
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- 1 Songstress
- 1.2 Creating a Songstresse
- 1.3 Class Features
- 1.3.1 Table: The Songstress
- 1.3.2 Sing
- 1.3.3 Lucky 1
- 1.3.4 Healing Descant
- 1.3.5 Leadership
- 1.3.6 Inspiring Song
- 1.3.7 Voice of Peace
- 1.3.8 Foreign Princess
- 1.3.9 Fighting Style
- 1.3.10 Ability Score Increase
- 1.3.11 Renewal
- 1.3.12 Sol
- 1.3.13 Luna
- 1.3.14 Lucky 2
- 1.3.15 Miracle
- 1.3.16 Defense
- 1.3.17 HP
- 1.3.18 Locktouch
- 1.3.19 Inspiration
- 1.3.20 Rally Luck
- 1.3.21 Quick Draw
- 1.3.22 Swap
- 1.3.23 Aegis
- 1.3.24 Pass
- 1.3.25 Vantage
- 1.3.26 Astra
- 1.3.27 Singer's Blessings
- 1.3.28 Countermagic
- 1.3.29 Counter
- 1.3.30 Lancefaire
- 1.3.31 Lucky 3
- 1.3.32 Wary Fighter
- 1.3.33 Perfect Sing
- 1.6 Multiclassing
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 Songstresse
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.
As a Songstress you gain the following class features.
- Hit Points
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
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Naginata or (b) whip
- (a) disguise kit or (b) forgery kit
- (a) An entertainer's pack or (b) A burglar's pack
- (a) 10 gp, fine clothes or (b) 10 gp, costume clothes
- If you are using starting wealth, you have 5d4 × 10 gp in funds.
|1st||+2||Sing, Lucky 1, Healing Descant, Leadership|
|2nd||+2||Inspiring Song, Voice of Peace, Foreign Princess|
|4th||+2||Ability Score Improvement|
|5th||+3||Luna, Renewal, Sol|
|6th||+3||Lucky 2, Miracle|
|8th||+3||Ability Score Improvement|
|10th||+4||Locktouch, Inspiration, Rally Luck, Quick Draw|
|11th||+4||Swap, Aegis, Pass|
|12th||+4||Ability Score Improvement|
|15th||+5||Singer's Blessings, Countermagic, Counter, Lancefaire|
|16th||+5||Ability Score Improvement|
|18th||+6||Lucky 3, Wary Fighter|
|19th||+6||Ability Score Improvement|
Starting at 1st level, you can use an action to target an ally within 10 feet of you to either make another move action, or another attack action.
Starting at level 1 allies within 10 feet of you heal 10% of there health on their turn.
At 1st level you gain +20% Experience Gained for each enemy the team kills.
At 2nd level when using Sing on an ally they get a +3 to damage on a successful attack, or a +3 to any save for 1 of there turn's.
Voice of Peace
at 2nd level Enemies within 10 feet of you gets a -2 to damage if they are using a physical weapon against you and an ally.
2nd level enemies of a different gender within 10 feet of you take -2 damage and a +2 damage taken for all attacks made against you.
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.
While you are wearing armor, you gain a +1 bonus to AC.
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.
5th level you regain 30% of max hp.
5th level you regain half of damage dealt to enemy.
5th level you ignore enemy resistance.
6th level you can use lucky skill twice a day.
6th level Character survives with 1 HP after receiving a blow that would drop them to 0. (Must have at least 2 HP to activate)
7th level your AC increases by 1.
7th level maximum HP increase's by 1.
10th level you don't need a key or anything open a locked door or treasure chest.
10th level as an action all allied creatures within 10 feet of you if they can see and hear you deal 2 extra points of damage and take 2 less points of damage from all attacks last's till your next turn.
10th level when you start an attack on an enemy +4 to damage dealt.
11th level you can use in action to switch places with an ally that you can see within 20 feet of you.
11th level as an action you take half damage from all types of damage dealt by an enemy until the start of an enemy's turn.
11th level as an action you can move through an enemy space without provoking an attack.
14th level if you have half or less of maximum HP you attack an enemy first if they attack.
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.
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.
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.
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.
15th level damage dealt with a naginata or any lance weapon +5.
At 18th level can use the lucky feat 3 times a day.
At 18th level as an action you and an enemy can only make one attack last's till your next turn.
At 20th level you have perfected your voice to allow all allies are granted another action of their choice.
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.