Snake Charmer (5e Class)
Snake Charmer
<!-Introduction Leader->
Creating a Snake Charmer
- Quick Build
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 background.
Class Features
As a Snake Charmer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Snake Charmer level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Snake Charmer level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, rapiers, shortswords
Tools: Two musical instruments of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose any three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shortsword or (b) A rapier or (c) Any simple weapon
- Leather armor, and a dagger
- Two musical instruments, and a gaming set
- (a) A diplomat's pack or (b) An entertainer's pack
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Spellcasting, Serpent Sidekick (x1) | 2 | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Natural Charmer, Healing Chime (d6) | 2 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Snake Charmer Song | 2 | 5 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 6 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Pit Viper | 3 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Snake Charmer Song feature | 3 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Serpent Sidekick (x2), Healing Chime (d8) | 3 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | King Cobra | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Snake Charmer Song feature | 4 | 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Healing Chime (d10) | 4 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Serpent Sidekick (x3) | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Black Mamba | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Healing Chime (d12) | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Snake Charmer Song feature | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Maestro | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Serpent Sidekick
As an action you can call upon a snake to fight for you in an unoccupied space within 10 feet of you. Whether it comes from a nearby swamp, cracks in the dungeon's walls, or simply a pocket dimension; this snake will obey your every command to the best of it's abilities. At 1st level, the snake that appears is a Garter Snake CR 1/8 (all serpent sidekick stat blocks will be posted below). Your serpent sidekick takes it's turn in initiative immediately after yours and lasts for 1 minute unless you break the bond as a free action or it drops to 0 hit points. If the snakes bond is broken it will precede to act indifferent to you and most likely slither away. When using this feature with any number of Serpent Sidekicks still active, those will break the bond.
At 1st level you can only have one instance of this ability active at a time. The max number of serpent sidekicks increases to two at 7th level, and to three at 13th level.
You can use this feature a number of times equal to 2 + your charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Spellcasting
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.
- Cantrips
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.
- Spell Slots
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.
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.
- Spells Known of 1st level and Higher
You know three 1st-level spells of your choice from the bard spell list.
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.
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.
- Spellcasting Ability
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.
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell Attack modifier = your proficiency bonus + your charisma modifier
- Ritual Casting
You can cast any snake charmer spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use a musical instrument (see "Equipment") as a Spellcasting Focus for your snake charmer Spells.
Natural Charmer
At 2nd level, you gain proficiency and expertise in the persuasion (Charisma) or the performance (Charisma) skill. Additionally, you have advantage on any charisma based checks when communicating to snakes.
Healing Chime
Also at 2nd level, you can booster your serpent sidekick in battle. As a bonus action, one instance of your serpent sidekick regains hit points to 1d6 + your charisma modifier, granted that it is within 30ft of you. You can only use this feature once on each instance of serpent sidekick you have. The die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 11th level, and a d12 at 16th level.
Snake Charmer Song
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.
Ability Score Improvement
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.
Pit Viper
Beginning at 5th level, the snake that appears from your serpent sidekick feature is now a Pit Viper CR 1/4. Additionally the summoning range increases to 20 feet.
King Cobra
At 9th level, the snake that appears from your serpent sidekick feature is now a King Cobra CR 1/2. Additionally, you can now use your serpent sidekick feature as a bonus action.
Black Mamba
At 14th level, the snake that appears from your serpent sidekick feature is now a Black Mamba CR 1. Additionally the summoning range increases to 30 feet.
Maestro
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.
In addition, when you roll initiative and have you uses of your serpent sidekick feature left, you regain one use of that feature.
Song of the Predator
- Bonus Proficiencies
When you choose the song of the predator at 3rd level, you gain proficiency with two Dexterity based skills of your choice.
- Skin Cloak
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.
- Physical Deterrent
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.
- Warfare Maneuvers
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.
- Ultimate Hunter
At 17th level, your snakes become the ultimate hunters. When you summon a serpent sidekick, it starts out as invisible until it attacks.
Song of the Allure
- Bonus Proficiencies
When you choose the song of the allure at 3rd level, you gain proficiency with two Charisma based skills of your choice.
- Enticing Appearance
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 one of your serpent sidekicks and at least one of your serpent sidekicks are within 10 feet of it.
- Supernatural Protection
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.
- lvl10feature
Beginning at 10th level,
- Hypnotic Beguiling
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. The DC for this feature is equal to your spell save DC.
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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