Friday, August 12, 2016

Warbards

So, this is what I do when insomnia hits. I sit down and start thinking up new D&D classes for 5th Edition. :/

WARBARDS

Warbards are found almost exclusively among the barbarian peoples of the Northedge Mountains. Also known as skels they follow their companions into battle, using their songs to enhance their comrades’ attacks and devastate the enemy lines.
Unlike traditional bards, skels do not practice arcane magic. The Songs of Power they learn during their apprenticeships are more akin to druidic magic. The power flows into them from the stones and the winds, from darkness and fire.
Because of the time it takes them to master their Songs, warbards are seldom proficient with martial weapons. Indeed, many of them eschew martial weapons, preferring to put their faith in the power of their songs.

Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Con modifier
Hit Points at Higher Levels: 1d10 (or 6) + Con modifier per level.

Proficiencies
Armor: Light
Weapons: Simple
Tools: 3 musical instruments
Saves: Constitution, Charisma
Skills: Choose 3 from Animal Handling, Athletics, Deception, Intimidation, Nature, Perception, Performance, Persuasion and Survival.

Combat Inspiration
At 1st level, you can inspire others in battle. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you.  That creature gains one Combat Inspiration die, a d6.
The creature can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use a reaction to roll the Combat Inspiration die and add the number rolled to its AC, after seeing the roll but before knowing whether it hits or not.
You can use this feat a number of times equal to your Charisma score modifier (minimum of once). You regain your expended inspiration after a long rest.
Your Combat Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level and a d12 at 15th level.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby are not as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you cannot be blinded, deafened or incapacitated.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score 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.

Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Countercharm
At 6th level, you gain the ability to use music or words of power to disrupt mind-influencing effects.  As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit.  The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Song of Thunder
At 6th level, you can unleash a wave of thunderous force. Each creature in a 15-foot-cube originating from you must make a Constitution saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier). On a failed save, a creature takes 6d8 thunder damage. On a successful save, the creature takes half as much damage.
You can use this feature a number of times equal to your Charisma modifier.  After expending all uses, you cannot use it again until you complete a short or long rest.

Feral Instincts
By 7th level, your instincts are so honed that you have advantage on initiative rolls.  Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Song of Shattering
At 9th level, you can use your voice to hit a loud, painfully intense, note. Each creature in a 10-foot-radius sphere, centered on you, must make a Constitution saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier). A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one.  A creature made of inorganic material such as stone, crystal or metal has disadvantage on this saving throw.
Nonmagical objects also take the damage if they are in the spell’s area.
You can use this feature a number of times equal to your Charisma modifier.  After expending all uses, you cannot use it again until you complete a short or long rest.

Intimidating Presence
Beginning at 11th level, you can use your action to frighten someone with your menacing presence.  As an action, you can cause each creature in a 10-foot-cube originating from you to make a Wisdom saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier). Creatures that fail the saving throw are frightened by you until the end of your next turn.
You can extend the duration of this effect on subsequent turns.  This effect ends if the creature ends its turn more than 60 feet from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Song of Fear
At the 13th level, you sing a song that evokes terror in those around you. Each creature in a 30 foot sphere, centered on you, must succeed on a Wisdom saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier).  A creature that fails the saving throw must immediately drop whatever it is holding and becomes frightened until the end of your next turn.
While frightened by this feature, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.  At the end of its turn, the creature can attempt a Wisdom saving throw.  On a successful save, it is no longer frightened.
You can use this feature a number of times equal to your Charisma modifier. After expending all
uses, you cannot use it again until you finish a long rest.

Retaliation
At 14th level, when you take damage from a creature within 5 feet of you, you can use a reaction to make a melee weapon attack against the creature.

Song of Banishment
When you reach 17th level, you can use this feat to send one creature that you can see, within 60 feet of yourself, to another plane of existence. The target must succeed on a Charisma saving throw (DC is 8 + your Proficiency bonus + your Charisma modifier). If the target fails the saving throw they are banished until the end of your next turn.
If the target is native to the plane you’re on, you banish them to a harmless demiplane. While there, the target is incapacitated. The target remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane than the one you’re on, the target is banished to its home plane and does not return.
You can use this feature a number of times equal to your Charisma modifier. After expanding all uses, you cannot use it again until you finish a long rest.

Master Warbard
At 20th level, you Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.

No comments:

Post a Comment