https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Bruno+Elvenson&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T12:40:30ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Circle_of_Rituals_(5e_Subclass)&diff=1650170Circle of Rituals (5e Subclass)2022-11-10T18:47:30Z<p>Bruno Elvenson: /* Circle of Rituals */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Circle of Rituals===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Druid Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
;Precautionary Sacrament<br />
At 2nd level, you have learned to tap into the divine power of nature to preemptively cast your rituals. During your long rest when preparing spells you make time to commune with the divine and get your ritual spells ready to cast at any moment. You can cast spells with the ritual tag using the normal casting time without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier replenishing on a long rest.<br />
<br />
;Congregant<br />
At 6th level, churches, temples, shrines, or any other religious construct has become homey for you. When you are near or in any of these locations you know the deity if any it was erected for and/or serves. You also know any ritualistic practices the certain sect follows. Any religion (Intelligence) checks you make involving the location or the diety for the next 24 hours are made with advantage.<br />
<br />
;Swift Casting<br />
Starting at 10th level, you don't have time to spend mindlessly casting spells so you have taught yourself to speed up your casting. When you cast a spell with a normal casting time of 1 minute, you can instead cast it using 1 action.<br />
<br />
Additionally, for any spell that has a normal casting time of over 1 minute, you can cast in just 1 minute. <br />
<br />
;Evangelist<br />
At 14th level, rituals have brought you closer to others. You commune with your companions to show them how to cast their own spells. Over the course of a long rest, you perform a ritual in front of one creature that can understand you to be able to cast on its own. During the rest, choose one Druid spell of 3rd level or lower that you have prepared and teach it to them for the day. Once before that creature's next long rest, it can cast the chosen spell without expending a spell slot or needing material components. <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Circle_of_Rituals_(5e_Subclass)&diff=1646520Circle of Rituals (5e Subclass)2022-10-26T18:51:17Z<p>Bruno Elvenson: /* Circle of Rituals */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Circle of Rituals===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Druid Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
;Precautionary Sacrament<br />
At 2nd level, you have learned to tap into the divine power of nature to preemptively cast your rituals. During your long rest when preparing spells you make time to commune with the divine and get your ritual spells ready to cast at any moment. You can cast spells with the ritual tag using the normal casting time without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier replenishing on a long rest.<br />
<br />
;Congregant<br />
At 6th level, churches, temples, shrines, or any other religious construct has become homey for you. When you are near or in any of these locations you know the deity if any it was erected for and serves. You also know any ritualistic practices the certain sect follows. Any religion (Intelligence) checks you make involving the location or the diety for the next 24 hours are made with advantage.<br />
<br />
;Swift Casting<br />
Starting at 10th level, you don't have time to spend mindlessly casting spells so you have taught yourself to speed up your casting. When you cast a spell with a normal casting time of 1 minute, you can instead cast it using 1 action.<br />
<br />
Additionally, for any spell that has a normal casting time of over 1 minute, you can cast in just 1 minute. <br />
<br />
;Evangelist<br />
At 14th level, rituals have brought you closer to others. You commune with your companions to show them how to cast their own spells. Over the course of a long rest, you perform a ritual in front of one creature that can understand you to be able to cast on its own. During the rest, choose one Druid spell of 3rd level or lower that you have prepared and teach it to them for the day. Once before that creature's next long rest, it can cast the chosen spell without expending a spell slot or needing material components. <br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Circle_of_Rituals_(5e_Subclass)&diff=1646519Circle of Rituals (5e Subclass)2022-10-26T18:48:26Z<p>Bruno Elvenson: /* Circle of Rituals */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Circle of Rituals===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Druid Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
;Precautionary Sacrament<br />
At 2nd level, you have learned to tap into the divine power of nature to preemptively cast your rituals. During your long rest when preparing spells you make time to commune with the divine and get your ritual spells ready to cast at any moment. You can cast spells with the ritual tag using the normal casting time without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier replenishing on a long rest.<br />
<br />
;Congregant<br />
At 6th level, churches, temples, shrines, or any other religious construct has become homey for you. When you are near or in any of these locations you know the deity if any it was erected for and serves. You also know any ritualistic practices the certain sect follows. Any religion (Intelligence) checks you make involving the location or the diety for the next 24 hours are made with advantage.<br />
<br />
;Swift Casting<br />
Starting at 10th level, you don't have time to spend mindlessly casting spells so you have taught yourself to speed up your casting. When you cast a spell with a normal casting time of 1 minute, you can instead cast it using 1 action.<br />
<br />
Additionally, for any spell that has a normal casting time of over 1 minute, you can cast in just 1 minute. <br />
<br />
;Evangelist<br />
At 14th level, rituals have brought you closer to others. You commune with your companions to show them how to cast their own spells. Over the course of a long rest, you perform a ritual in front of one creature that can understand you to be able to cast on its own. During the rest, choose one Druid spell of 3rd level or lower that you have prepared and teach it to them for the day. Once before that creature's next long rest, it can cast the chosen spell without expending a spell slot.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Circle_of_Rituals_(5e_Subclass)&diff=1646288Circle of Rituals (5e Subclass)2022-10-25T20:24:15Z<p>Bruno Elvenson: /* Circle of Rituals */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Circle of Rituals===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Druid Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
;Precautionary Sacrament<br />
At 2nd level, you have learned to tap into the divine power of nature to preemptively cast your rituals. During your long rest when preparing spells you make time to commune with the divine and get your ritual spells ready to cast at any moment. You can cast spells with the ritual tag using the normal casting time without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier replenishing on a long rest.<br />
<br />
;Congregant<br />
At 6th level, churches, temples, shrines, or any other religious construct has become homey for you. When you are near or in any of these locations you know the deity if any it was erected for and serves. You also know any ritualistic practices the certain sect follows. Any religion (Intelligence) checks you make involving the location or the diety for the next 24 hours are made with advantage.<br />
<br />
;Swift Casting<br />
Starting at 10th level, you don't have time to spend mindlessly casting spells so you have taught yourself to speed up your casting. When you cast a spell with a normal casting time of 1 minute, you can instead cast it using 1 action.<br />
<br />
Additionally, for any spell that has a normal casting time of over 1 minute, you can cast in just 1 minute. <br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Circle_of_Rituals_(5e_Subclass)&diff=1646286Circle of Rituals (5e Subclass)2022-10-25T20:21:12Z<p>Bruno Elvenson: `</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Circle of Rituals===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Druid Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
;Precautionary Sacrament<br />
At 2nd level, you have learned to tap into the divine power of nature to preemptively cast your rituals. During your long rest when preparing spells you make time to commune with the divine and get your ritual spells ready to cast at any moment. You can cast spells with the ritual tag using the normal casting time without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier replenishing on a long rest.<br />
<br />
;Congregant<br />
At 6th level, churches, temples, shrines, or any other religious construct has become homey for you. When you are near or in any of these locations you know the deity if any it was erected for and serves. You also know any ritualistic practices the certain sect follows. Any religion (Intelligence) checks you make involving the location or the diety for the next 24 hours are made with advantage.<br />
<br />
You also have advantage on any religion (Intelligence) checks you make involving the location or the deity for the next 24 hours. <br />
<br />
;Swift Casting<br />
Starting at 10th level, you don't have time to spend mindlessly casting spells so you have taught yourself to speed up your casting. When you cast a spell with a normal casting time of 1 minute, you can instead cast it using 1 action.<br />
<br />
Additionally, for any spell that has a normal casting time of over 1 minute, you can cast in just 1 minute. <br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Circle_of_Rituals_(5e_Subclass)&diff=1646269Circle of Rituals (5e Subclass)2022-10-25T19:16:50Z<p>Bruno Elvenson: Created page with "{{stub|Incomplete. See the 5e Class Design Guide#Subclasses if you need help.}} ===Circle of Rituals=== <div class="externalimage-holder" style="width:30%;float:right">{{5..."</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
===Circle of Rituals===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Druid Subclass''<br />
<br />
<!--Lead paragraph--><br />
<br />
;<!--Feature name--><br />
<!--Describe the feature, including what level the class gains it at--><br />
<!--Repeat as necessary!--><br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:<!--Class Name, e.g. Sorcerer-->]]<!--What class has this subclass?--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644651Snake Charmer (5e Class)2022-10-19T18:18:02Z<p>Bruno Elvenson: /* Multiclassing */</p>
<hr />
<div>== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can also use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a Wisdom saving throw to resist the effects of a spell, they do so with disadvantage as long as they can see your serpent sidekick and are within 10 feet of it.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature that starts its turn within 10 feet of your serpent sidekick must make a Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. <br />
<br />
If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: Light armor, one musical instrument of your choice, one skill from the class's skill list<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644649Snake Charmer (5e Class)2022-10-19T18:14:49Z<p>Bruno Elvenson: /* Creating a Snake Charmer */</p>
<hr />
<div>== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can also use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a Wisdom saving throw to resist the effects of a spell, they do so with disadvantage as long as they can see your serpent sidekick and are within 10 feet of it.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature that starts its turn within 10 feet of your serpent sidekick must make a Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. <br />
<br />
If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644647Snake Charmer (5e Class)2022-10-19T18:11:40Z<p>Bruno Elvenson: </p>
<hr />
<div>== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can also use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a Wisdom saving throw to resist the effects of a spell, they do so with disadvantage as long as they can see your serpent sidekick and are within 10 feet of it.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature that starts its turn within 10 feet of your serpent sidekick must make a Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. <br />
<br />
If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644645Snake Charmer (5e Class)2022-10-19T18:06:25Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can also use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a Wisdom saving throw to resist the effects of a spell, they do so with disadvantage as long as they can see your serpent sidekick and are within 10 feet of it.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature that starts its turn within 10 feet of your serpent sidekick must make a Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. <br />
<br />
If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644644Snake Charmer (5e Class)2022-10-19T18:06:01Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can also use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a Wisdom saving throw to resist the effects of a spell, they do so with disadvantage as long as they can see your serpent sidekick and are within 10 feet of it.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature that starts its turn within 10 feet of your serpent sidekick must make a Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. <br />
<br />
If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. The DC For this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644638Snake Charmer (5e Class)2022-10-19T17:55:51Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can also use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a Wisdom saving throw to resist the effects of a spell, they do so with disadvantage as long as they can see your serpent sidekick and are within 10 feet of it.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
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[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644634Snake Charmer (5e Class)2022-10-19T17:46:54Z<p>Bruno Elvenson: /* Song of the Predator */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can also use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644633Snake Charmer (5e Class)2022-10-19T17:44:20Z<p>Bruno Elvenson: /* Melody Donor */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644632Snake Charmer (5e Class)2022-10-19T17:42:26Z<p>Bruno Elvenson: /* Serpent Sidekick */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
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|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block to the right, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644631Snake Charmer (5e Class)2022-10-19T17:37:23Z<p>Bruno Elvenson: /* Natural Charmer */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
==== Serpent Sidekick ====<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1644630Snake Charmer (5e Class)2022-10-19T17:37:01Z<p>Bruno Elvenson: /* Serpent Sidekick */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ==== [[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642542Snake Charmer (5e Class)2022-10-12T18:53:45Z<p>Bruno Elvenson: /* Snake Charmer Song */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:Colorful Coil}}<br />
<br />
Beginning at 10th level, the scales on your snake shine bright with an array of distracting spirals. When a creature that can see your serpent sidekick attacks a target other than it that is within 5 feet of it. The serpent sidekick can use its reaction to impose disadvantage on that attack roll.<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642393Snake Charmer (5e Class)2022-10-11T20:22:41Z<p>Bruno Elvenson: /* Song of the Predator */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks. Additionally, if the serpent sidekick's first attack coming out of invisibility hits, it is a critical hit.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642391Snake Charmer (5e Class)2022-10-11T20:17:34Z<p>Bruno Elvenson: /* Snake Charmer Song */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC. This bonus is not effective if the attacker does not rely on sight to do so.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642390Snake Charmer (5e Class)2022-10-11T20:16:43Z<p>Bruno Elvenson: /* Song of the Predator */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment making them harder to hit. Your serpent sidekick gains +2 AC.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642387Snake Charmer (5e Class)2022-10-11T20:11:44Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
You also learn one additional cantrip from the Bard spell list. <br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642386Snake Charmer (5e Class)2022-10-11T20:11:10Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with one Charisma based skill of your choice.<br />
<br />
<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642385Snake Charmer (5e Class)2022-10-11T20:08:16Z<p>Bruno Elvenson: /* Serpent Sidekick */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can make music to call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642384Snake Charmer (5e Class)2022-10-11T20:07:14Z<p>Bruno Elvenson: /* Song of the Predator */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your snake charmer spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642383Snake Charmer (5e Class)2022-10-11T20:06:52Z<p>Bruno Elvenson: /* Serpent Sidekick */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action using your spell-casting focus, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your bard spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642382Snake Charmer (5e Class)2022-10-11T20:06:12Z<p>Bruno Elvenson: /* Song of the Predator */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with medium armor and martial weapons.<br />
<br />
You can use weapons you are proficient in as a spellcasting focus for your bard spells and serpent sidekick.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642364Snake Charmer (5e Class)2022-10-11T18:32:57Z<p>Bruno Elvenson: /* Song of the Predator */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642363Snake Charmer (5e Class)2022-10-11T18:32:37Z<p>Bruno Elvenson: /* Snake Charmer Song */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
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|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
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|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekick has advantage on an attack roll against a creature if at least one of your or your serpent sidekick's allies is within 5 ft. of the creature and the ally isn't incapacitated.<br />
<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642356Snake Charmer (5e Class)2022-10-11T18:23:59Z<p>Bruno Elvenson: /* Lethal Assailant */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter until recharged.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642338Snake Charmer (5e Class)2022-10-11T18:15:28Z<p>Bruno Elvenson: /* Snake Charmer Song */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642337Snake Charmer (5e Class)2022-10-11T18:14:15Z<p>Bruno Elvenson: /* Snake Charmer Song */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. This song was composed of years of angelic hymns from temples. The sounds would echo out of the temples and bring in the colorful snakes of the jungle inside to experience the song. Snake charmers have combined those sounds into a song that specializes in the allure of snakes. The song can be played by any instrument with the help of the humming of the voice and has a lot of smooth long drawn-out notes that flow like a wave.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642334Snake Charmer (5e Class)2022-10-11T18:09:34Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure tend to lure snakes of beauty and glamour. <br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642333Snake Charmer (5e Class)2022-10-11T18:08:18Z<p>Bruno Elvenson: /* Song of the Predator */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the brutish song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642332Snake Charmer (5e Class)2022-10-11T18:07:58Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
Snake charmers that learn the calming song of the allure<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642331Snake Charmer (5e Class)2022-10-11T18:07:16Z<p>Bruno Elvenson: /* Snake Charmer Song */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642330Snake Charmer (5e Class)2022-10-11T18:06:52Z<p>Bruno Elvenson: /* Snake Charmer Song */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
It's not the price of the instrument, it's about the quality of the music. Choosing a song as a snake charmer can be a very stressful task. It will change how any snakes see them for the rest of their time. When choosing a snake charmer song, they think about what comes most naturally to them. Over time intelligent snake charmers have found the best notes and tunes to catch the attention of snakes. Turning them into songs and spreading the knowledge, all other snake charmers have adopted the songs and are bolstering their music catalog.<br />
<br />
<br />
==== Song of the Predator ====<br />
Snake charmers that pursue the song of the predator understand that the snakes they charm are there for battle. This song was composed of a collection of themes from a war. The battle cries, war chants, and clanking metal seemed to make the allied snakes vicious and bloodthirsty. The song can now be played on any instrument and includes a lot of harsh, low bass notes but at a fast pace.<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1642327Snake Charmer (5e Class)2022-10-11T17:52:56Z<p>Bruno Elvenson: /* Snake Charmer */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Snake Charmer Song ===<br />
<br />
==== Song of the Predator ====<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
==== Song of the Allure ====<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1641109Snake Charmer (5e Class)2022-10-07T02:43:37Z<p>Bruno Elvenson: /* Snake Charmer */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1641098Snake Charmer (5e Class)2022-10-07T02:24:32Z<p>Bruno Elvenson: /* Fruitful Chime */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d12 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1641097Snake Charmer (5e Class)2022-10-07T02:23:08Z<p>Bruno Elvenson: /* Snake Charmer Song */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes: Song of the Predator and Song of the Allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1641093Snake Charmer (5e Class)2022-10-07T02:18:58Z<p>Bruno Elvenson: /* Lethal Assailant */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine. When you summon your serpent sidekick, choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one. Immediately after using this feature, roll a d6, if you roll a 5 or 6 the feature recharges and you can use it again the next turn. If you do not recharge it you can roll again at the end of your next turn and every turn thereafter to attempt to recharge.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1641092Snake Charmer (5e Class)2022-10-07T02:16:03Z<p>Bruno Elvenson: /* Melody Donor */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine, when you summon your serpent sidekick choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As a bonus action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1641091Snake Charmer (5e Class)2022-10-07T02:13:42Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine, when you summon your serpent sidekick choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gains advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1641090Snake Charmer (5e Class)2022-10-07T02:13:30Z<p>Bruno Elvenson: /* Song of the Predator */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine, when you summon your serpent sidekick choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekick can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekick gains advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gain advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1641089Snake Charmer (5e Class)2022-10-07T02:12:58Z<p>Bruno Elvenson: /* Song of the Allure */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine, when you summon your serpent sidekick choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekicks can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekicks gain advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekick gain advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1640777Snake Charmer (5e Class)2022-10-05T18:51:49Z<p>Bruno Elvenson: /* Serpent Sidekick */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|375px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine, when you summon your serpent sidekick choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekicks can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekicks gain advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekicks gain advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1640775Snake Charmer (5e Class)2022-10-05T18:51:04Z<p>Bruno Elvenson: /* Serpent Sidekick */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|350px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine, when you summon your serpent sidekick choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekicks can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekicks gain advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekicks gain advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1640774Snake Charmer (5e Class)2022-10-05T18:50:53Z<p>Bruno Elvenson: /* Serpent Sidekick */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|400px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine, when you summon your serpent sidekick choose only one of the following features for it.<br />
<br />
'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
<br />
'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.<br />
<br />
==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
<br />
==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
<br />
In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
<br />
=== Song of the Predator ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
<br />
;{{#anc:Skin Cloak}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekicks can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
<br />
;{{#anc:Physical Deterrent}}<br />
<br />
When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekicks gain advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
<br />
;{{#anc:Warfare Maneuvers}}<br />
<br />
Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
<br />
;{{#anc:Ultimate Hunter}}<br />
<br />
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
<br />
=== Song of the Allure ===<br />
<br />
;{{#anc:Bonus Proficiencies}}<br />
<br />
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
<br />
;{{#anc:Enticing Appearance}}<br />
<br />
Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
<br />
;{{#anc:Supernatural Protection}}<br />
<br />
When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekicks gain advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
<br />
;{{#anc:lvl10feature}}<br />
<br />
Beginning at 10th level,<br />
<br />
;{{#anc:Hypnotic Beguiling}}<br />
<br />
At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvensonhttps://www.dandwiki.com/w/index.php?title=Snake_Charmer_(5e_Class)&diff=1640773Snake Charmer (5e Class)2022-10-05T18:50:44Z<p>Bruno Elvenson: /* Serpent Sidekick */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Snake Charmer ==<br />
[[File:Johannes-helgeson-jhelgesonsnakecharmer.jpg|thumb|Artist: Johannes Helgeson <br />
https://helgesonart.artstation.com/projects/0lZAE]]<br />
Lifting the wooden flute to his lips as his wicker basket sits in front. He starts to play and the lid pops open with a cobra bouncing back and force, bobbing to the music. People from the street corner gather around to watch this spectacle. Copper and silver coins get tossed to his feet as he and his pet snake take a bow for the crowd. A traveler strumming a lute to calm down a giant snake that stepped in her path. Using her charm to convince the big constrictor to let her pass through the territory and also give directions to the nearest watering hole. A warrior summoning a stealthy snake to bite enemies in the midst of battle. One does not simply choose to become a snake charmer, the snakes decide for you. Failing to charm a snake could lead to deadly situations where they turn hostile. Whether street performer, explorer, or soldier, snake charmers find a way to use their magical instruments and mystique to charm serpents, exploit one's mind, and orchestrate an army of snakes.<br />
<br />
==== Rhythmic Tamers ====<br />
Snake charming is seen as a very mystic act. Being able to tame a vicious and carnivorous beast is a unique form of magic. There are few snake charmers in the world and it takes immense training in their chosen instrument and luck to actually have the snakes see them as a companion. Sometimes snake charmers sit at a king's side as they are seen as a good luck charm. The art of snake charming was formed naturally through primal civilizations who learned to communicate with those animals. Snakes formed out of magic, monstrosities, or undead forms have proven challenging to snake charmers as their mind differs from the standard beast. All snake charmers have a sense of accomplishment when it comes to charming snakes, they look at it as an art form. What they do with their art will establish their identity as a snake charmer.<br />
<br />
=== Creating a Snake Charmer ===<br />
A snake charmer shines as the face of the party when talking to snakes. As you create your snake charmer, you need to think about why you have a connection to snakes. Perhaps you grew up on a snake-infested island and lived among them. Or you are a trained musician who finds a special connection when playing music for snakes. Whatever your origin, snake charmers use musical instruments and magic to convey their feelings to their slithering friends and sway their emotions. Do you have a snake as a pet? Find wild ones to tame? Or create extradimensional snakes to talk to? Perhaps you studied zoology and became enticed by the way snakes behave. Or you found a magical punji that calls snakes whenever you play. Whether you are an adventurer who uses your friendliness with snakes as an advantage when going against foes, a street artist who collects petty coins by making your snake dance, or you aren't friendly towards snakes at all but instead enslave them to do your bidding, you decide your fate and how it relates to your reptilian helper.<br />
<br />
;Quick Build<br />
You can make a Snake Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan or Entertainer background.<br />
<br />
{{5e Class Features<br />
|name=Snake Charmer<br />
|summary=Use soothing music to make snakes bend at your will. Summon increasingly powerful snakes to aid you in battle. <br />
|hd=1d6<br />
|spellcasting=full<br />
|armor=Light armor<br />
|weapons=Simple weapons, hand crossbows, rapiers, shortswords<br />
|tools=Two musical instruments of your choice <br />
|saves=Wisdom, Charisma<br />
|skills=Choose three from Animal Handling, Arcana, Deception, History, Intimidation, Medicine, Nature, Performance, Persuasion, Survival<br />
|item1a=A shortsword<br />
|item1b=A rapier<br />
|item1c=Any simple weapon<br />
|item2a=Leather armor, and a dagger<br />
|item2b=<br />
|item2c=<br />
|item3a=Two musical instruments, and a gaming set<br />
|item3b=<br />
|item3c=<br />
|item4a=A diplomat's pack<br />
|item4b=An entertainer's pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Natural Charmer}}<br />
|classfeatures2={{inpage|Serpent Sidekick}}<br />
|classfeatures3={{inpage|Snake Charmer Song}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Fearless Beast}}<br />
|classfeatures6={{inpage|Snake Charmer Song feature}}<br />
|classfeatures7={{inpage|Fruitful Chime (d8)}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Lethal Assailant}}<br />
|classfeatures10={{inpage|Snake Charmer Song feature}}<br />
|classfeatures11={{inpage|Fruitful Chime (d10)}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Melody Donor}}<br />
|classfeatures15={{inpage|Fruitful Chime (d12)}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Snake Charmer Song feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Maestro}}<br />
<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
<br />
}}<br />
<br />
<br />
==== Spellcasting ====<br />
You have learned to bend the wills of wild snakes to your liking. Your spells are part of your wide collection of melodies that you can adapt to different situations.<br />
<br />
;Cantrips<br />
<br />
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the cantrips Known column of the snake charmer table.<br />
<br />
;Spell Slots<br />
<br />
The snake charmer 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.<br />
<br />
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.<br />
<br />
;Spells Known of 1st level and Higher<br />
<br />
You know three 1st-level spells of your choice from the bard spell list.<br />
<br />
The spells known column of the snake charmer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the snake charmer spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.<br />
<br />
;Spellcasting Ability<br />
<br />
Charisma is your spellcasting ability for your snake charmer spells. Your magic comes from your passion and energy you surge out during your performances. 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 snake charmer spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your charisma modifier<br />
<br />
'''Spell Attack modifier''' = your proficiency bonus + your charisma modifier<br />
<br />
;Ritual Casting<br />
<br />
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.<br />
<br />
==== Natural Charmer ====<br />
You have an instinctive connection with snakes. You gain the ability to comprehend and verbally communicate with snakes. The snakes can convey simple ideas back to you like the surrounding terrain or monsters nearby. You can also possibly make them do small favors for you within the bounds of their anatomy.<br />
<br />
Through study or natural talent, snakes have become ordinary for you. Whenever you make an ability check related to snakes, you are considered proficient in the skill and add double your proficient bonus to the check, instead of your normal proficiency bonus.<br />
<br />
==== Serpent Sidekick ====<br />
[[File:Serpent sidekick (2).png|300px|right]]<br />
At 2nd level, as an action, you can call upon a snake to fight for. It appears in an unoccupied space of your choice within 10 feet of you.<br />
<br />
The snake is friendly to you and will obey your commands to the best of its ability. See its game statistics in the stat block below, which uses your proficiency bonus (PB). In combat, the serpent sidekick shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.<br />
<br />
The snake remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon a serpent sidekick again, or you are incapacitated. You can use this feature to summon a serpent sidekick a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.<br />
<br />
==== Snake Charmer Song ====<br />
At 3rd level, you chose a song that will be the theme for your snakes. Choose between predator and allure, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 17th level.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Fearless Beast ====<br />
Beginning at 5th level, the power of the snakes you can summon with your serpent sidekick has escalated. Your serpent sidekick now has a swimming speed equal to their walking speed. <br />
<br />
In addition, your serpent sidekick gains the following features:<br />
<br />
'''Growth.''' You can now choose the size of your serpent sidekick when you summon it (small or medium).<br />
<br />
'''Multiattack.''' As an action, the serpent sidekick can make two bite attacks instead of one.<br />
<br />
'''Resistance.''' Your serpent sidekick gains resistance to poison damage.<br />
<br />
==== Fruitful Chime ====<br />
When you reach 7th level, you can booster your serpent sidekick in battle. As an action, your serpent sidekick regains hit points equal to 1d8 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick. The die changes when you reach certain levels in this class. The die becomes a d10 at 11th level and a d15 at 16th level.<br />
<br />
==== Lethal Assailant ====<br />
At 9th level, your serpent sidekicks have become a deadly war machine, when you summon your serpent sidekick choose only one of the following features for it.<br />
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'''Constrictor.''' The size of your serpent sidekick is now large. Additionally, it gains an action. Constrict. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB bludgeoning damage, if the attack hits and the target is a creature, it must succeed on a DC 14 grapple check or be grappled by the serpent sidekick. Until this grapple ends, the creature is restrained, and the serpent sidekick can't constrict another target.<br />
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'''Fatal Toxins.''' Your serpent sidekick gains an action. Venom Spray. (Recharge 5–6). The serpent sidekick shoots poison in a 15-foot line. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.<br />
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==== Melody Donor ====<br />
At 14th level, your serpent sidekicks have grown to count on your guidance in battle. As an action, you can cause your serpent sidekick to immediately use its reaction to make one bite attack.<br />
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==== Maestro ====<br />
When you reach 20th level, you have perfected calling onto the snakes for help. You can regain all of your expended uses of your serpent sidekick feature whenever you finish a short rest. <br />
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In addition, when you roll initiative and have you no uses of your serpent sidekick feature left, you regain one use of that feature.<br />
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=== Song of the Predator ===<br />
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;{{#anc:Bonus Proficiencies}}<br />
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When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.<br />
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;{{#anc:Skin Cloak}}<br />
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Also at 3rd level, the skin on your snakes can change color to blend into the environment. Your serpent sidekicks can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. They can do so with advantage on the stealth check.<br />
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;{{#anc:Physical Deterrent}}<br />
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When you reach 6th level, your snakes gain the resilience to tolerate physical challenges. Your serpent sidekicks gain advantage on any Strength, Dexterity, and Constitution saving throws they attempt.<br />
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;{{#anc:Warfare Maneuvers}}<br />
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Beginning at 10th level, your snakes have become more effective on the battlefield. Your serpent sidekicks gain 10 feet of extra movement for all speeds. They also do not provoke opportunity when leaving a creatures reach.<br />
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;{{#anc:Ultimate Hunter}}<br />
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At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.<br />
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=== Song of the Allure ===<br />
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;{{#anc:Bonus Proficiencies}}<br />
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When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.<br />
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;{{#anc:Enticing Appearance}}<br />
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Also at 3rd level, the skin on your snakes can change color to hypnotize ones you are trying to charm. When you have a creature make a saving throw to resist being charmed, they do so with disadvantage as long as they can see your serpent sidekick.<br />
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;{{#anc:Supernatural Protection}}<br />
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When you reach 6th level, your snakes gain the ability to endure magical abilities. Your serpent sidekicks gain advantage on any Intelligence, Wisdom, and Charisma saving throws they attempt.<br />
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;{{#anc:lvl10feature}}<br />
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Beginning at 10th level,<br />
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;{{#anc:Hypnotic Beguiling}}<br />
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At 17th level, your snakes have become just as good as charmers as you are. Each creature of your choice that starts it's turn within 10 feet of one of your serpent sidekicks and are aware of it must succeed on a Wisdom saving throw or be charmed by that serpent sidekick and you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.<br />
The DC for this feature is equal to your spell save DC.<br />
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=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the Snake Charmer class, you must meet these prerequisites: Charisma 13<br />
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'''Proficiencies.''' When you multiclass into the Snake Charmer class, you gain the following proficiencies: <br />
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{{5e Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class--><br />
[[Category:Alchemist Tag]]<!--creates potions or other consumable--><br />
[[Category:Artificer Tag]]<!--creates machinery or other non-consumable unique equipment--><br />
[[Category:Barbarian Tag]]<!--has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil--><br />
[[Category:Bard Tag]]<!--is based in music, travels, performance, and/or a wide range of spells--><br />
[[Category:Beast Master Tag]]<!--makes use of animals or other creatures without the religion of druids or rangers, often lacks magic--><br />
[[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--><br />
[[Category:Commoner Tag]]<!--lacks any major form of fighting or spellcasting ability--><br />
[[Category:Dilettante Tag]]<!--has features from many, MANY other class bases--><br />
[[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--><br />
[[Category:Fighter Tag]]<!-- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes--><br />
[[Category:Gunslinger Tag]]<!--uses guns or other ranged weapons--><br />
[[Category:Healer Tag]]<!--low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures--><br />
[[Category:Monk Tag]]<!--focuses on unarmed attacks and mobility--><br />
[[Category:Necromancer Tag]]<!--has the ability to create, manipulate, or become undead--><br />
[[Category:Paladin Tag]]<!--greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features--><br />
[[Category:Psionic Tag]]<!--uses one's mind to fight, most often a spellcaster--><br />
[[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--><br />
[[Category:Rogue Tag]]<!--stealthy, often with low hit points--><br />
[[Category:Shapeshifter Tag]]<!--transforms into something completely different--><br />
[[Category:Sorcerer Tag]]<!--often gets magical ability from a separate source, has sorcery points and a spell slot table--><br />
[[Category:Sorcery Tag]]<!--gets ability from a separate source, often doesn't have spellcasting<br />
[[Category:Warlock Tag]]<!--pact-based arcane caster--><br />
[[Category:Wizard Tag]]<!--gains power through knowledge, almost always spellcaster--><br />
[[Category:5e Class Nonvariant]]<!--does not act similarly to or fill similar niches as any of the above classes--><br />
[[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--></div>Bruno Elvenson