Songsaber (5e Subclass)
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<!-Introduction Leader->
Creating a
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a you gain the following class features.
- Hit Points
Set parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|---|
1st | +2 | <!-Class Feature1-> | 2 | 1 | 1st |
2nd | +2 | <!-Class Feature2-> | 3 | 2 | 1st |
3rd | +2 | <!-Class Feature3-> | 3 | 2 | 2nd |
4th | +2 | Ability Score Improvement | 4 | 2 | 2nd |
5th | +3 | — | 4 | 2 | 3rd |
6th | +3 | — | 5 | 2 | 3rd |
7th | +3 | — | 5 | 2 | 4th |
8th | +3 | Ability Score Improvement | 6 | 2 | 4th |
9th | +4 | — | 6 | 2 | 5th |
10th | +4 | — | 7 | 2 | 5th |
11th | +4 | — | 7 | 3 | 5th |
12th | +4 | Ability Score Improvement | 8 | 3 | 5th |
13th | +5 | — | 8 | 3 | 5th |
14th | +5 | — | 9 | 3 | 5th |
15th | +5 | — | 9 | 3 | 5th |
16th | +5 | Ability Score Improvement | 10 | 3 | 5th |
17th | +6 | — | 10 | 4 | 5th |
18th | +6 | — | 11 | 4 | 5th |
19th | +6 | Ability Score Improvement | 11 | 4 | 5th |
20th | +6 | — | 12 | 4 | 5th |
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<!-Subclass Feature->
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
<!-Class Feature->
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Song of the Wild
<!-For subclasses introduce this class option here->
- Friend of the Forest
- Prerequisites - None
You learn the Druidcraft and Thorn Whip cantrips. You can cast Speak with Animals at will without expending a spell slot. Also, the following spells are added to the Songsaber spell list for you:
• Entangle, Animal Friendship, Beast Bond, Goodberry, Snare
• Barkskin, Animal Messenger, Beast Sense, Spike Growth, Spider Climb, Healing Spirit
- Elementalist
- Prerequisites - Friend of the Forest, 2nd level
You learn the Gust, Shape Water, Mold Earth, and Control Fire cantrips. Also, they are upgraded with the following effects:
• Gust can push creatures and objects away from you up to twice as far.
• Shape Water to animate or move ice to the same extent that it can to water. It can also be used to change ice into water.
• Shape Water, Mold Earth, and Control Flames can now affect an additional amount of their respective elements. The size of the area that they can affect is now a (5 * your proficiency bonus) foot cube, and they can direct/move/spread their element a distance of up to (5 * your proficiency bonus) feet.
• As an effect of Control Flames, you can create a flickering flame in your hand for up to ten minutes. This is considered non-magical for the purposes of this cantrip, yet it does not burn you or damage your equipment. The flame sheds bright light for a range of 15 feet and dim light for a range of 15 feet after that. As an action, you may throw the flame at a target creature or object up to 30 feet away from you; if you do, it explodes on contact, igniting any creature or flammable object that is within a 5ft cube centered on the point of impact.
- Wild Style
- Prerequisites - Elementalist, 3rd level
As a bonus action, you can expend a Style Point to take on one characteristic of a beast that you’ve seen before or a size large or smaller monstrosity that you’ve slain or helped slay in the form of one of its Skill Bonuses, Special Traits, Ability Scores, Movement Speeds, or Non-Legendary Actions. You can only have one instance of this feature active at a time. This feature operates under the following rules:
• To take on the characteristic of a beast or monstrosity, its CR must be less than or equal to ⅓ of your Songsaber level, rounded down (min. 1). You cannot take on a Fly Speed or Multiattack Action as a characteristic until you are at least 5th level in this class. You cannot take on the hit points, hit dice, or armor class of a beast or monstrosity using this feature.
• The duration of this feature's effect is a number of hours equal to half of your Songsaber level rounded down. After which, you must expend another Style Point to maintain the effect, or it will end. While this feature's effect is active, your appearance is slightly altered, granting you one to three minor physical representations of the characteristic you’ve chosen (ex. the eyes, tongue, and fangs of a snake, the legs and tail of a lion, the wings of a bat, the webbed feet of a frog, etc.).
• Equipment that does not fit after the representations manifest is either merged into your body or dropped onto the ground. The effects of merged equipment are negated until this feature's effect ends.
• If the characteristic you choose is a Skill Bonus, you may add that as a flat bonus to your skill of the same name instead of treating it as a proficiency bonus (ex. The +10 to Dexterity (Stealth) checks from the Pass Without Trace spell).
• If the beast or monstrosity has a Skill Bonus for its Perception and a Special Trait that grants advantage on Wisdom (Perception) checks involving one or more specific senses, you can take both as part of the characteristic. If the characteristic is a Constitution modifier, you treat any hit points gained due to the retroactive health increase as temporary hit points. They are lost when this ability ends.
• If the beast or monstrosity has a Special Trait and a type of Movement Speed or Movement related Special Trait that would naturally go with it, you can take both as part of the characteristic (ex. a Swim Speed and Waterbreathing, a Climb Speed and Spider Climb, Web Sense and Webwalker, etc.). The Special Trait, Waterbreathing, does not prevent you from breathing air.
• If the characteristic is an Attack Action, you can use the beast’s or monstrosity’s Strength or Dexterity modifier for the attack and damage rolls if it is higher than your own; if the attack uses specific features as weapons (claws, talons, etc.), you must have manifested those features in order to be able to make the Attack, and you are considered proficient with those weapons.
• If the characteristic is Multiattack or a Special Trait that would require the use of one or more of the beast’s Attacks (ex. Pounce requires Bite and Claw, Trampling Charge requires Hooves), you can also take those Attacks as part of the characteristic.
- Elemental Attacks
- Prerequisites - Wild Style, 5th level
You can expend a spell slot to cast Create or Destroy Water. Also, you gain access to the following abilities, which you can activate as an action by expending a style point:
Wind Blast - Choose a creature that you can see within a range of 30ft. After a split second delay, they are struck with a powerful blast of compressed wind. The target creature must make a Strength saving throw. On a failed save, it takes take 2d10 bludgeoning damage, is pushed up to 20 feet away from you, and is knocked prone. On a successful save, the creature takes half as much damage, and is not pushed away from you or knocked prone.
Water Whip - Using at least a gallon of water that you can see within 30ft you, you create a near-freezing cold, rubbery whip to lash out at a creature or object that you can see that is also within 30ft of you. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d10 cold damage and becomes chilled. On a successful save, the creature takes half as much damage and is not chilled.
Earthen Blow - You levitate an appropriately sized chunk of earth or stone that you can see within 30ft of you, and throw it at a creature that you can see that is also within 30ft of you. The target creature must make a Strength saving throw. On a failed save, it takes take 2d10 bludgeoning damage and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage, and is not stunned.
Lurid Flames - You launch a streaking ball of fire at a point you can see within a range of 30ft. On contact, it explodes and ignites all creatures and flammable objects that aren’t being worn or carried within a 10ft radius sphere centered on the point of impact. Also, any creature within the 5ft cube belonging to the point of impact must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, and half as much on a successful one.
- Speak for the Trees
- Prerequisites - Wild Style, 5th level
You ignore difficult terrain. You can cast Speak with Plants at will without expending a spell slot. You can expend a spell slot to cast Entangle. Also, the following spells are added to the Songsaber spell list for you:
• Plant Growth, Conjure Animals, Meld Into Stone, Gaseous Form
• Grasping Vine, Conjure Woodland Beasts, Faithful Hound, Giant Insect, Conjure Minor Elemental
<!-Class Option 2->
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
<!-3rd level spell list->
- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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