Songstress (5e Class)
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- 1 Songstress
- 1.2 Creating a Songstress
- 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 Inspiring Song
- 1.3.6 Voice of Peace
- 1.3.7 Foreign Princess
- 1.3.8 Fighting Style
- 1.3.9 Ability Score Increase
- 1.3.10 Sol
- 1.3.11 Luna
- 1.3.12 Lucky 2
- 1.3.13 Miracle
- 1.3.14 Defense
- 1.3.15 HP
- 1.3.16 Gray Waves
- 1.3.17 Rally Luck
- 1.3.18 Quick Draw
- 1.3.19 Swap
- 1.3.20 Aegis
- 1.3.21 Pass
- 1.3.22 Vantage
- 1.3.23 Astra
- 1.3.24 Singer's Blessings
- 1.3.25 Countermagic
- 1.3.26 Counter
- 1.3.27 Lancefaire
- 1.3.28 Lucky 3
- 1.3.29 Wary Fighter
- 1.3.30 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 Songstress
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|
|2nd||+2||Inspiring Song, Voice of Peace, Foreign Princess|
|4th||+2||Ability Score Improvement|
|6th||+3||Lucky 2, Miracle|
|8th||+3||Ability Score Improvement|
|10th||+4||Gray Waves, 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, your voice can bend time itself, allowing others to get a chance to attack or move. You can use an action to target an ally within 10 feet of you to either make another move action, or another attack action.
You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Songstress level x 5 using the healing power of your voice.
You can only heal up to half of their maximum health.
At 2nd level your voice has became so enchanting, that whenever you use Sing on a creature within 10 ft that you can see, said target can roll a d4 and add the number rolled to one attack roll or saving throw until your next action.
Voice of Peace
At 2nd level, your presence makes any creature unwilling to hurt you. Enemies within 10 feet of you gets a -2 to their die damage when attacking you with a meele weapon.
At 2nd level you learn to read other people’s hearts, whenever you dont trust a target you can make a Charisma Roll, where its difficulty its based on the target Wisdom, on a succesfull roll you understand if what the target is saying resonates with his heart or not.
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.
Once you reach the 5th level, your mystic power awakens even more than before, allowing you to restore 30% of your maximum HP once per combat as a bonus action.
When you reach 5th level, once per long rest, you gain the ability to call a soothing song of the sun and enchance your next attack to regain half of damage dealt to enemy, as a bonus action.
When you reach the 5th level, your bond with nature starts to grow stronger and the Moon gives you the power to break trough enemy defences. Once per long rest, you can empower your weapon to ignore half of AC of one creature and any resistences they could have. Until your next turn, said target has vantage when attacking you and ignores Voice of Peace.
At 6th level you can use lucky skill twice per long rest.
Once you reach the 6th level, your karmic power is overflowing, saving you from most situations. Once per long rest, when you fail a saving throw against an attack that would redouces your Hit points to 0 or less you can do a Wisdom Saving Throw, difficulty class is chosen by your DM, on a succesful one, you became unconcious with 1 Hit Points but stable.
7th level your AC increases by 1.
7th level maximum HP increase's by 1.
Reaching the 10th level, your voice has becoming so ispiring that even a God would be jelous of your talent. Once per long rest you can inspire a Creature that can hear you, giving them advantage on their next attack.
Reaching the 10th level, you can use your voice as a ritual to please the Gods of Luck. Once per long rest as an action, you can really all allied creatures within 10 feet of you, giving them advantage on all attack rolls and enemy creature that can hear you must make a Wisdom saving throw, on a failed save they gets disadvantage on all attack rolls untill their next turn. During your next turn you cannot move or attack.
When you reach the 10th level, you have complete control over your body, making you able to strike harder than ever. When you make a succeful attack against a creature you can add +4 to your Damage Roll. You can use this feature a number of time equal to your Dexterity Modifier (a minimum of once).
Reaching the 11th level you learn to bend space and time with your voice. Once per long rest you can use your reaction to exchange place with a creature that you can see.
Reaching the 11th level you can use your voice to defend yourself from enemies attacak. When an enemy attacks you with a spell or a ranged attack you can halve the damage before knowing if the attacks land or not. You can use this feature only a number of time equal to your Charisma Modifier.
At the 11th level, you learn to hide your presence when sining, you cant trigger reaction attacks while moving.
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.