Rock God, Variant (5e Class)

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Rock God, Variant[edit]

You are awesome and you are a god, but not a simple god but the GOD OF ROCK AND ROLL, you are so incredible that your songs cross existence and the abstract being like this, much more than a normal bard, more quarrelsome than a barbarian , smarter than a dumb wizard, and ultimately catchier than incubi, you are the god of rock.


Creating a Rock God, Variant[edit]

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How did you become the god of rock? That's easy because you love real music, you were a bard that was chosen by the rock god Vergil to be next after all, you have talent, you were born alongside musicians but you knew you could create insane and paul music, being that in the in the end I was recognized by the universe as a ROCK god!!!

Quick Build

You can make a Rock God, Variant quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. choose the Entertainer background

Class Features

As a Rock God you gain the following class features.

Hit Points

Hit Dice: 1d8 per Rock God level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rock God level after 1st

Proficiencies

Armor: Light and Medium
Weapons: Improvised. Instruments count as improvised weapons for overcoming proficiency.
Tools: Three instruments of your choice
Saving Throws: Charisma, and Constitution
Skills: Performance, and any two of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Lute, or (b) Heavy Lute, or (c) Fiddle
  • (a) Explorer's Pack, or (b) Entertainer's Pack
  • (a) Leather Armour, or (b) Stage Outfit
  • If you are using starting wealth, you have 5d5X10GP in funds.

Table: The Rock God

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Musical Combat},Ready for the beating,Spellcasting,Rock is the fucking life! 3 4 2
2nd +2 Time for crazy choice!,Power Slide 3 5 3
3rd +2 Time for crazy choice!,It's show time baby 3 6 4 2
4th +2 Ability Score Improvement 4 7 4 3
5th +3 Time for crazy choice!,Extra Attack 4 8 4 3 2
6th +3 Tribute, 4 9 4 3 3
7th +3 Time for crazy choice! 4 10 4 3 3 1
8th +3 Ability Score Improvement 5 11 4 3 3 2
9th +4 The Rock Transcends!!! 5 12 4 3 3 3 1
10th +4 Destination Object 5 14 4 3 3 3 2
11th +4 Extra Attack 5 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 15 4 3 3 3 2 1
13th +5 Deadly Hearing! 5 16 4 3 3 3 2 1 1
14th +5 Time for crazy choice! 5 18 4 3 3 3 2 1 1
15th +5 Immortal Talent 6 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 19 4 3 3 3 2 1 1 1
17th +6 My Music Is Not My Only Passion! 6 20 4 3 3 3 2 1 1 1 1
18th +6 Time for crazy choice!,highway to hell 6 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 22 4 3 3 3 3 2 1 1 1
20th +6 The Sound is Immortal! 6 22 4 3 3 3 3 2 2 1 1

Musical Combat[edit]

At Level 1, As you are a being who utilizes the power of music in your life as the source of your power, you can choose a signature weapon to destroy your enemies that itself uses its specific modifier on the attack roll and your charisma modifier. in their damage being these weapons:

Double Bass or Heavy Lute
He uses his Strength mod to hit, and his damage is 1d8 + his Charisma mod. Range is 0 to 30
Guitar or Lute
She uses her Dexterity mod to hit, and her damage is 1d6 + her Charisma Mod. The range is from 0 to 45
Violin or voice too
uses Charisma to hit, and its damage is 1d4 + Charisma mod to the damage. The range is from 0 to 60

Your Damage is a supernatural force so you can choose the type between Slashing, bludgeoning or piercing after all the sound is badass, to change the damage you must spend a bonus action tuning your instrument for the right damage.

This trait increases for a damage die at the following levels
6, 12 and 16. So for example
1dx per level reached, level 6 2dX, level 12 3dX, and level 18 4dX.

Ready for the beating[edit]

At Level 1, As you must always be ready for the punk wheel you must be badass, so when you are wearing your rocker or stage clothes your armor is 10 + Weapon Mod + your charisma. While wearing armor or shield you can't fucking use that shit.

Spellcasting[edit]

You have learned to untangle and reshape the fabric of reality in harmony with your desires and music. Your spells are part of your vast repertoire, spells you can tune into a variety of 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 Bard table.

Slots Spell

The Bard 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 heal wounds using any slot.

Spells Known 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the God Rock 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, as shown on the table. For example, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

In addition, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which must also be of a level for which you have bard slots. Magic.

Conjuration Skill

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you put into performing your song or prayer. 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 bard spell you cast and when making an attack roll with one.

Spell check DC = 8 + your proficiency bonus + your Charisma modifier

Magic attack modifier = your proficiency bonus + your Charisma modifier

Conjuration Ritual

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Conjuration focus

You can use a musical instrument (see "Equipment") as a spellcasting focus for your bard spells.

Rock is the fucking life![edit]

Level 1, Since you're rock music and born living with it music can heal even the soul so you learn the level 1 spell "Word of Healing" on allies (but not on yourself unless you spend a slot of spell) once per long disengagement, the spell does not count against your list of spells known, but you can use it as it counts.

Time for crazy choice![edit]

As a rocker and a god you must also choose a divine path for your music so now you will gain unique skills each at level 2, level 3, level 5, level 7, level 14 and level 18.

Your choices are Deadly Bassist, Crazy Guitarist and King Vocalist.

Power Slide[edit]

At 2nd level, furthering your training in not only the physical dexterity needed for instruments but also your own stage presence, you've learned the art of the Power Slide. In combat, you can use the Dash Action as a Bonus Action to Power Sliding, in which creatures cannot make attacks of opportunity against you. Additionally, if you're equipped with an instrument instead of performing a Power Slide, you can dodge the attack up to 5 feet away, negating the damage by spending your reaction, you can use this up to twice before a long rest.

It's show time baby[edit]

Now at level 3, you can focus your soul and body with your pure rock essence, so you transform your appearance into a damn rocker and a god, you can use this for the same amount as your proficiency bonus, you gain advantage on checks of Wisdom against being charmed and controlled after all only Rock can have power and you roll 1d4 to see the following bonus.

1-You gain 1d12 + your Charisma mod in hit points;
2-You gain 1 more AC and recover 1 life point at the end of each of your turns;
3-You gain 1 hit and damage in all your damage and hit sources;
4-You get all the benefits above.

obs: the transformation lasts up to 4 hours for each point of Charisma you have.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can attack three times instead of twice whenever you take the attack action.

Tribute[edit]

You learned many songs in your time as a Rock God, some of which were tributes. At 6th level, you can play a song of tribute, which grants allies who can hear you an advantage on rolls against a set enemy type, decided by you when you chose the song. The music lasts for about three minutes, or until you lose concentration/decide to stop. You can still attack while playing, but you lose access to additional attacks based on your subclass, as well as access to spells for the duration of the song.

The Rock Transcends!!![edit]

Now at level 9 you gain the power to become a rock god, then you start increasing your power infinitely, now Reality and the dream world are nothing to you, now you are immune to enhanced spells and aging, you you don't need to eat or sleep, your rest can be done in many other ways and, lastly, you are not affected by spells of time, however you can still die in natural ways, after all ROCK IS FUCKING.

Destination Object[edit]

At 10th level, you can transform tokens taken from the bodies of your most powerful enemies into an object that alters your own fate and feat. Or, you can inherent a legendary token from other Rock Gods that they made themselves. Crafting the trinket and attuning to it takes 5 hours per task. Using your trinket in your song gives you a +2 to all hit and attack rolls, as well as double proficiency in the performance skill.

Deadly Hearing![edit]

An audience grants you extra power! At 13th level, you gain a +1 to all attack or performance checks made for each friendly character around you. Once per day, you can also summon 1d10 spectral spirits that are your followers and last for one hour or until dismissed.

Immortal Talent[edit]

The show must go on, as they say. At 15th level, once per long rest, when you would be reduced below 0 hit points, you can be reduced to 1 by striking a shocking chord on your instrument, giving it time to slip out of reach.

My Music Is Not My Only Passion![edit]

As your music is rock and he is your mortal love you also love other things after all a rock god loves everyone too, at level 17 you can invoke a Being (Creature, Npc, player or deity) to assist in your combat . You can only use this every 1d6 days.

highway to hell[edit]

Now at level 18 as a rock god your domain is perfect, as a bonus action you can start playing the legendary music of a powerful band to expand your rock and roll domain. There is high way to hell your personal domain where you are god, beings must make a Wisdom Save Against your DC, on a failure they lost their turn, on a success they continue with the turn, taking it out now in your domain and world you gain the following benefits:

1-Every Attack is done with advantage over an enemy until he dies and passes to another;
2-If the enemy had advantage in their attacks, they only had normal attacks;
3-Every heal you cast is increased by roll amounts at the same level as your charisma mod;
4-The Domain cannot be closed if you don't want to, and nothing left after entering unless the God of Rock wanted it, that being you, stupid;
5-The allies have advantages in death save tests, and if they already had them they start to have advantage in any other test that the god of Rock wanted;
6-The enemy has disadvantages in saves when used against you;

Note: this can be used once per long rest, if the Domain is somehow broken you can revoke it at the start of your turn without spending anything, but at each end of the Domain you must roll 1d4 to see what exhaustion you gain , if you pass or reach 6 levels of exhaustion you become unconscious and must roll 1d7 to see how many days you remain unconscious

The Sound is Immortal![edit]

You are an ultimate Rock god, Your Soul and existence surpasses the concept of existence and the abstract after all your music is immortal, The gods never die, and neither does good music. At the 20th level, your song has already been etched into history, and fans everywhere adore you. Due to reputation alone, you are virtually immortal. For that, and your years of overdosing at parties, you've learned the power to grant you advantage on every death save you make, your talent alone can keep you alive against any form of trauma for an additional 1d4 minutes. You are immune to disease and poison.


Deadly Bassist[edit]

The immortal god of an obscure form of Rock... Death Metal is the power of pure life and death.

heavy weapon

At level 2 your double bass begins to surpass the limits, it becomes a battle ax and a double bass at the same time, to change the way you use it you can use it as a free action.

Death metal

Level 3, As a deadly weapon, the double bass now has necrotic damage + whatever damage you choose, in order to still be able to damage your enemies and you gain 2 more on a death save roll.

Scream

At 5th level, you learn the arts of the screams and snarls that embody this category. It grants you an additional advantage on any intimidation roll you make, as well as the ability to cast the fear spell with only verbal components against all creatures within 15 feet of you. This spell affects allies as well as other creatures. You don't need materials.

Sanctifying for the eternal

At 7th level, you gain the ability to cast the Resurrection spell once per long rest, with no material components. However, when casting it through your heavy lute, you must also roll 1d10. If the roll is a 1-6, the revived person or creature is hostile to you and everything you hold dear in your life. On a 7, the spell fails and the caster of that spell takes 1d20 damage to itself. An 8-10, however, will revive the target at full health. However, they will retain their old memories and personality, which means you can't simply convert fallen enemies into new allies.

The fallen ones

No 14º Nível, seu Sanctify é aprimorado para onde um 1-4 é hostil e um 5-0 os revive adequadamente. Além disso, agora você ganha uma chance adicional em seus arremessos de salvamento da Morte, e pode conceder aos aliados caídos um salvamento bem-sucedido.

Crazy Guitarist[edit]

You're not hardcore unless you live hardcore, and with your mighty Scythe, you rule.

Nirvana

At level 2 your Guitar unleashes the power of pure rock and fuck, it becomes a sinister scythe and a guitar at the same time, to change the way you use it you can use it as a free action.

Thunderstruck

At 3rd level, your sick chords echo the fury of nature itself, encouraging your allies and destroying your enemies. Your Musical Attacks now deal Lightning damage + the damage you choose, when using a Lute. In addition, as a bonus action, you can offer Bardic Inspiration to one friendly target of your choice, and you can do so a number of times equal to your Charisma modifier per long rest (see Bardic Inspiration 5e for full details). (you get the fucking Bardic Inspiration Feat and get the same level upgrade)

Metallica

At 5th level, your glowing presence stirs the hearts of those around you. You gain an additional advantage on any Persuasion and Deception checks you make. You also gain access to the Charm Person spell (the spell takes up no space on your list).

Call me Devil

Now as the King of Rock, you're as bad as the devil who made a pact with Robert Johnson, at level 7, you're the king who is able to summon powers from hell or heaven, in the form of Rock and Roll's most ancient allies. , all to serve you as majesty: now you get the Summon Greater Demon spell, or the Spirit Guardians Spell (Any Creature that is summoned follows you faithfully), you can use it once per long rest without spending SpellSlot.

Master Of Puppets

Now as a solo rock god at level 14 you gain more power with your audience to control the guitar strings and at the same time the strings of reality as a Master Of Puppets, Any enemy that dares and that you can see will suffer from the beauty of your music, so you gain +2 hit and damage and ignore resistance and immunity, You can Control rock shadows, you can summon your fallen enemies they are identical having all the same status but with ½ of Original HP, must be it takes an action to summon one and a full turn to summon two, you learn everything from the enemy, namely spells and attacks. Note: you can have the same shadow Puppets equal to half your Charisma modifier, they act by mind and always attack after you, when one of them reaches 0 you must go through long rest to use it again.

King Vocalist[edit]

The deadly note

Now either your voice or your violin, so the damage turns into a deadly weapon and transforms into a physical weapon, your voice is able to cast any one-handed weapon and your violin becomes a short sword, you can transform or cast weapons as a free Action.

Bohemian Rhapsody

at level 3, now her voice, weapons she summons or her violin are divine in full, you add Radiant damage + the damage you choose to them, you gain Chords of Destiny (bard's inspiration) but instead of giving advantage to your allies, you take advantage of the enemy, your dice increases and amounts are equal to the bard's inspiration, but you use it as a reaction. Example: the enemy took 24 on the hit, as a reaction you spend your bard inspiration to play 1d4 and take 4, you will subtract 4 from the attack so it becomes 20.

Sweet Dreams

Level 5, now with your voice reaching the heavens, you have the ability to Purify the world with your rock, you gain advantages in Medicine and Religion, you gain access to the Spirit Guardians spell and can use it once without spending Spell Slot per long rest , (this Spell does not take up space on your list).

Stairway to heaven

Now at 7th level, your voice, or violin has accessed your power to smite with the nature of the divine, you can change their damage to any type you like, and whenever you use attack you attack again as a bonus action, other than that you don't. can no longer be silenced, and containing your voice or movement will not disadvantage your attacks or spells.

Redemption

At level 14, you are a benevolent god who loves his subjects and fans above all else so you can heal them with your music you can now use the healing word without spending slots the same amount as your charisma modifier, other than all your heals gain 2d4 + your Charisma modifier.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Pré-requisitos. Para se qualificar para multiclasse na classe Rock God, Variant, você deve atender a estes pré-requisitos: 17 Carisma

Proficiências. Quando você multiclasse na classe Deus do Rock, Variant, você ganha as seguintes proficiências:Improvised. Os instrumentos contam como armas improvisadas para superar a proficiência.

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