Rock God (5e Class)
From D&D Wiki
- 1 Rock God
- 1.1 Rock God
- 1.2 Creating a Rock God
- 1.3 Class Features
- 1.4 Bassist
- 1.5 Lead Guitar
- 1.6 Singer
- 1.7 Multiclassing
For when being a bard simply was not quite musical enough.
More metal than a bard, more agile than a fighter in full plate, smarter than your average half-wit (but not all) comes the greatest to ever life- A ROCK GOD! And no I do not mean earthen elemental primordials.
Creating a Rock God
Do you see yourself being the charismatic and smooth talking lead singer? Perhaps the deep (and I don't mean emotionally) bassist to the group. How about even the fast tempo'd lead guitar playing to your own tune? But you can't be a drummer. Nobody likes drummers.
- Quick Build
You can make a Rock God quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Entertainer background.
As a Rock God you gain the following class features.
- Hit Points
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.
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 5d4X10GP in funds.
|1st||+2||3||Musical Combat,Tasteful Rift|
|2nd||+2||3||Rock God Option,Power Slide|
|3rd||+2||3||Rock God Option Improvement|
|4th||+2||4||Ability Score Improvement|
|5th||+3||4||Rock God Option Improvement|
|7th||+3||4||Rock God Option Improvement|
|8th||+3||5||Ability Score Improvement|
|9th||+4||5||Rock God Option|
|10th||+4||5||Object Of Destiny|
|12th||+4||5||Ability Score Improvement|
|13th||+5||5||Rock God Option Improvement|
|16th||+5||6||Ability Score Improvement|
|19th||+6||6||Ability Score Improvement|
After years of practice you have finally mastered it. The art of music so awesome, it blows the minds of those around you. You can use your attack action to start (or continue) a song, dealing psychic damage to all enemies that may hear you. They MUST be able to hear for this to actually damage them. This will not affect people who you think of as allies. Damage varies with instrument used. 1d6 for Lute, 1d8 for heavy lute, and one singular d4 for a fiddle. You also gain access to the cantrips listed on the bardic spell list. You use your charisma modifier for all attack rolls.
You also get granted an AC of 11+Cha Mod when you are wearing your stage outfit
- This feature increases by a damage die at the following levels
- 6, 11, 14, and 18
Your music is at a state where you can cast the "Healing Word" spell on allies (but not yourself) once per long rest.
Rock God Option
You may choose between the set subclasses for the Rock God starting at second level. Options are: Bassist, Lead Guitarist, and Singer.
- You gain new features for your option at the following levels
- 3, 5, 7, and 14
Furthering your training not only from the physical prowess required for instruments, but your own stage presence as well, you have learned the art of the powerslide. Outside of combat you may use this ability to travel an additional 1d10 ft per use. Inside of combat, whenever you would take the dash option in combat you may choose to power slide, rendering any attack of opportunity against you negated.
- This ability can only be used 3 times per long rest.
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.
You have learned many songs in your time as a Rock God, some of which were tributes. At 5th level, you may play a song of tribute, which grants allies that can hear you an advantage on rolls against a set type of enemy, decided by you when you chose the song. The song lasts three or so minutes, or until you lose concentration/ decide to stop. You may still attack while you play, but you lose access to additional attacks based on your subclass, as well as access to spells for the duration of the song.
The show must go on, as they say. At 9th level, once per long rest, when you would be reduce below 0 hit points, you can instead be reduced to 1, slamming a jarring chord on your instrument giving you time to power slide out of reach.
Object Of Destiny
At 10th level, you may turn tokens taken from the bodies of your most powerful foes and turn it into an object that alters your very destiny and talent. Or, you may inherent a legendary token from other Rock Gods which they made themselves. Crafting the trinket and attuning yourself to it takes 5 hours per task. Using your trinket in your music gives you a +3 to all to hit and attack rolls, as well as double proficiency in the performance skill.
An audience grants you extra power! At 13th level, you gain a +1 to all attack or performance checks made for every friendly character around you. Once per day you may also summon 1d10 spectral spirits who are your fan following and last for one hour or until dismissed.
Gods never die, and neither does good music. By 15th level, your music has now been recorded in history, and fans everywhere adore you. Due to reputation alone you are all but immortal. For this, and your years overdosing at parties, you have learned the power to grant you advantage on all death saves you make, your talent alone can keep you alive against any form of trauma for an additional 1d4 minutes. You are rendered immune to disease and poison.
The immoral god of an obscure form of rock... the Death Metal.
- Death Metal
At 3rd Level, you learn to unlock the powers granted to you by the gods of Death themselves. Your music now deals necrotic damage while using a heavy lute. You also gain advantage on Death saves.
At 5th Level you learn the arts of the screams and growls that personify this category. It grants you an additional advantage on any intimidation rolls you make, as well as the ability to cast the fear spell with only verbal components against all creatures in a 15 foot radius of you. This spell affects allies as well as other creatures. You do not need materials.
At 7th level you gain the ability to cast the Resurrection spell once per long rest, without any material components. However, upon casting it through your heavy lute, you must also roll 1d10. If the roll is a 1-6 the person or creature revived is hostile towards you and all you hold dear in your life. On a 7, the spell fails and the caster of this spell instead takes 1d20 damage to themselves. An 8-0 however will revive the target with full health. However, they will retain their former memories and personality, which makes it so that you may not simply convert fallen enemies into new allies.
- The Fallen
At 14th Level your Sanctify is enhanced to where a 1-5 is hostile and a 6-0 revives them properly. In addition you now gain one addition chance on your Death saving throws, and can grant fallen allies one successful save.
You ain't hardcore unless you live hardcore, and with your mighty axe, you rule.
- Ride the Lightning
At 3rd level, your sick chords echo the fury of nature itself, emboldening your allies and laying waste to your enemies. Your Musical Attacks now deal Lightning damage when using a Lute. Also, as a bonus action, you may offer Bardic Inspiration to an allied target of your choice, and may do so a number of times equal to your Charisma modifier per long rest, (see Bardic Inspiration 5e for full details).
- The Metal
At 5th level, your brilliant presence stirs the hearts of those around you. You receive an additional advantage on any Persuasion and Deception checks you make. You also gain access to the Charm Person spell.
- Hail to the King
At 7th level, you gain the ability to call on powers from beyond, in the form of rock's oldest allies, to serve your majesty: you can now use the Summon Greater Demon spell, or Spirit Guardians spell, once per long rest.
At 14th level, when you play, it's as if Hell itself is jamming with you, and your enemies hear your powerful rock in their very souls; your Musical Attacks now damage any enemy you can see, as well as those who can hear you. Furthermore, you rock all damn day, and you may now cast any spell you've learned one additional time per long rest.
They say the devil went down to Georgia, and that is why you’re here. Your spellcasting focus is now your fiddle, as well as your weapon of choice.
- Melodic Voice
At 3rd Level, your fiddle attacks and spells now deal radiant damage. Also, you learn how to cast the spell Healing Word an amount of times equal to your charisma modifier, per long rest. This is additional on top of the one gained from Tasteful Rift
- Double Entendre
At 5th Level you may now make an additional attack against an opponent with your voice for 1d4 every time you make an attack with your fiddle, or cast a spell. This scales alongside the Musical Combat feat. You also gain access to the canteip: Viscious Mockery.
- Ocean Meets The Sand
At 7th Level you learn the ability to call upon the might of the angels to help you. Your voice now deals whatever type of damage you wish for it to, simply by changing the tune of your voice. You also permenantly gain an additional +1 to all rolls you make. If playing with fumble rules, this does not nullify a rolled fumble.
At 14th Level the damage you deal with your voice is doubled because your voice is so powerful.
This class was not made for multiclassing. Perhaps 15 Charisma is necessary? Consult your DM on their opinion on availability.