The Rock Star (5e Class)

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The Rock Star[edit]

Summary[edit]

In the dimly lit arena, amidst a crowd of eager fans, a figure emerges, exuding an aura of primal power. Clad in leather and metal, with a guitar slung low and eyes ablaze with determination, he stands ready to face the monstrous hordes that lurk in the shadows. As the crowd roars in anticipation, he unleashes a thunderous chord, signaling the beginning of a legendary showdown between rock and darkness. Tonight, the stage isn't just set for music—it's a battleground where melodies become weapons, and this rock star is the fearless champion poised to conquer all who dare oppose him.

Class Features

As a Rock Star you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, and Improvised. Instruments count as improvised weapons for overcoming proficiency.
Tools: Three musical instruments of your choice
Saving Throws: Constitution, Charisma
Skills: Choose three from Acrobatics, Deception, Intimidation, Insight, Perception, Performance, Persuasion

Equipment

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

  • (a) studded leather armor or (b) light crossbow 10 Arrows
  • (a) martial weapon and a shield or (b) two martial weapons
  • (a) diplomat's pack or (b) entertainer's pack
  • 1 instrument you are proficient with

Table: The Rock Star

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Musical Combat, Spellcasting 3 2
2nd +2 Rock Resonance 3 3
3rd +2 The Rock Star Archetype, The Soul of Rock and Roll 3 4 2
4th +2 Ability Score Improvement, Rock and Roll Ability 4 4 3
5th +3 Improved Rock Resonance 4 4 3 2
6th +3 The Rock Star Archetype Feature 4 4 3 3
7th +3 Rock and Roll Ability 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 The Rock Star Archetype Feature 4 4 3 3 3 1
10th +4 Rock and Roll Ability, Improved Rock Resonance 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement, The Rock Star's Armor 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 The Rock Star Archetype Feature 5 4 3 3 3 2 1 1
15th +5 Improved Rock Resonance 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Rock and Roll Ability, The Rock Star Archetype Feature 6 4 3 3 3 2 1 1 1 1
18th +6 The Sound of Rock and Roll, Improved Rock Resonance 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 The Final Solo 6 4 3 3 3 3 2 2 1 1

Musical Combat[edit]

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 Thunder damage to a creature that may hear you. They MUST be able to hear for this to actually damage them (60ft). This will not affect people who you think of as allies. Damage varies with instruments used:

  • 1d4 for Tambourine and triangle
  • 1d6 for Vocals
  • 2d4 for all Guitars
  • 1d10 for all Guitars(Melee)
  • 2d6 for stationary instruments

(You're movement speed drops to 0 when you've equiped stationary instruments)

You use your charisma modifier for all attack rolls with your instruments.

In addition, Your AC becomes a 10+your proficiency bonus+Charisma Mod when You're not wearing armor

Spellcasting[edit]

You have learned to bend the weave of reality to your will, channeling powerful sound-based magic.

Cantrips

You know three 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 Rock Star table.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Rock Star spell list. The Spells Known column of the Rock Star table shows when you learn more Rock Star 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 Rock Star spells you know and replace it with another spell from the Rock Star spell list, which also must be of a level for which you have spell slots.

Casting Spells

The Rock Star 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. You can use an instrument you are proficient with as an arcane focus.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. 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 save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Power Slide[edit]

At 2nd level, 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 Power Slide. In combat, you can take the Dash Action as a Bonus Action to Power Slide in which creatures can't make opportunity attacks against you

Rock Resonance[edit]

At 2nd level, you can channel intense vibrations through your weapon or musical Instrument(s) that you are proficient in. Once per turn, when you make any weapon attack, you can infuse it with sound. If the attack hits, it deals an additional 1d8 thunder damage. This increases to 2d8 at 7th level, 3d8 at 12th, 4d8 at 17th.

You may use this feature a number of times equal to your Charisma modifier. These uses return after a long rest.

The Rock Star Archetypes[edit]

At 3rd level, you must choose from one of three paths of Rock, further developing your awesome rock and roll abilities

The Soul of Rock and Roll[edit]

Starting at 3rd level, you gain access to your first Rock abilities as rock and roll manifests through your soul. You use these abilities by expending Jam Points. The number of Jam Points you have is equal to your Charisma modifier plus half your Rock Star level (rounded down), and regain all points when you finish a long rest.

Frontman's Expertise

Starting at 3rd level, you can spend 1 Jam Point to cast charm person without expending a spell slot

Sound Check

Starting at 3rd level, when you make a weapon attack with Rock Ressonance, you can spend 2 Jam Points to gain advantage on the attack.

Reverberate

Starting at 4th level, as a reaction when hit by a melee attack, you can spend 4 Jam Points to raise your AC by your charisma modifier, potentially causing the attack to miss.

Trainwreck

At 6th level you can spend 3 Jam Points to impose disadvantage on the next saving throw of a target of your choosing.

Destructive Waves

At 10th level, you can spend 6 Jam Points to create a devastating wave of high pitched sound, disrupting the minds of all who listen. All creatures within a 30ft radius centered on yourself must make a Constitution saving throw. On a failure, creatures are stunned until the end of your next turn. On a success, creatures are not stunned. This ability creates a loud sound that can be heard from 200ft away.

Last Minute Switch

At 12th level, you can spend 8 Jam Points to redirect one spell level 5 or below from any target to another of the same type

Accelerated Tempo

Starting at 16th level, you can spend 4 sound points to accelerate your casting. Spells that could be cast with one action now only require a bonus action to cast.

Ability Score Improvements[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.

The Sound of Rock and Roll[edit]

At 18th level, your soul booms with the will of the gods of rock and roll. You gain advantage against the silenced condition. If you roll initiative with no Jam Points left you gain 4.

The Final Solo[edit]

At the 20th level, you call upon the gods of rock and roll to conduct the single most incredible display of rock and roll known to all, the final solo. Once per long rest in exchange for 10 points, You cast silence in a 100ft radius centered on yourself,those within 5 feet of you are not silenced. And while in this state all abilities that require Jam Points no longer require Jam Points to activate and can be used as bonus actions. While in this state musical attacks now deal an additional 3d10 thunder damage This effect lasts for turns equal to your Charisma modifier and when the 'Final Solo' ends, the instrument used in the solo is then destroyed.

Archetypes[edit]

Heavy Metal[edit]

Through fire and brimstone, the Heavy Metal archetype channels the hate and rage of the rock star to cause mass destruction and devastation.

Fury

At the 3rd level, you enter a rage-type state and for the next minute you gain the following benefits if you aren't wearing heavy or medium armor:

  • You gain an AC bonus equal to your proficiency level
  • You have resistance to bludgeoning, piercing, and slashing damage.

You may use this feature the same number of times equal to your Charisma Modifier

Intimidating Aura

At the 3rd level, you gain a +1 to your Intimidation proficiency

Mosh Pit

At the 6th level, your need for rage and carnage manifests in those around you. In a 60ft circular area of your declaration, create a moshpit, and while inside this moshpit, all allies gain advantage on attack rolls. This effect costs a bonus action each turn to maintain. Can keep it going to charisma modifier number of rounds per long rest.

Power Chord

At the 9th level, You shred so hard enemies can no longer stand in your presence. When you begin a Fury, All hostile creatures within 10ft take 2d4 fire damage and must make a Dexterity saving throw or be knocked prone

Soul Rending Rift

At the 14th level, While in your Fury you may spend 3 Jam Points to use a bonus action to select a target creature within 20ft of you. That target must roll a successful Constitution saving throw. On a failed roll, the target creature takes 1d12 necrotic damage and gains a disadvantage on their next attack roll.

True Metal

At the 17th level, You become the embodiment of rage and hate that embodies those who take the path of Heavy Metal. During Fury, spend 10 Jam Points to send yourself into heightened fury in which you summon a hand axe guitar that deals 1d12 slashing and 2d10 fire damage. In this rage state, you may use your Charisma modifier instead of your Strength modifier for any checks while this is active. Each turn you may spend 5 more Jam Points to continue True Metal if not it ends.

Punk Rock[edit]

Through the beats of Punk Rock, they buff and strengthen their allies with many positive affects.

Encore

At the 3rd level, you get the opportunity to start playing your musical instrument continuously, strengthening your allies. For a minute, you can use your action only to play your musical instrument (musical combat), while you do this, all your allies receive an attack bonus and an AC equal to your proficiency bonus. You may use this feature a number of times equal to your Charisma Modifier

Competence

At the 3rd level, choose a skill from those that you already own. Your bonus for mastering these skills doubles.


Healing Music

At the 6th level, during a short rest, you can perform a calm melody. All your allies who also short rest will recover additional hit points equal to your Charisma Modifier

Loud music

At the 9th level, your playing of musical instruments begins to cause headaches for opponents. When you use an encore, you start playing on a certain key that many creatures cannot stand. All hostile creatures must make a Constitution saving throw or become deafened before the end of your turn.

Annihilating sound

At the 14th level, your playing of musical instruments can destroy small objects and disable magic items. When you use an encore, you can use actions to direct a wave of sound at an object. If it is not magical and tiny or small then you destroy it. If it is a magic item, then you disable it for a number of turns equal to half of your proficiency bonus. If a creature holds or uses this item, then it must make a Dexterity saving throw, if the item fails, it is disabled. In any case, this action ends the encore action.

Final performance

At the 17th level, you can suddenly abruptly end your performance by releasing a deadly wave of sound. When you use encore, you can interrupt it by spending 10 Jam Points and releasing a wave of sound and lightning within a radius of 100 feet. All creatures in this zone must make a Constitution saving throw, receiving 5d6 thunder damage and 5d6 lightning damage if they fail, or half if they succeed. In addition, all creatures who fail the saving throw become incapacitated for a minute or until they are brought to their senses.

Psychedelic Rock[edit]

Those who follow the grooves of psychedelics seek to cause pain to others by using their music to inflict mental harm and debuffs on them.

Psychedelic Resonance

At the 3rd level, You gain the psychedelic grooves to tap into the hidden depths of the mind. When you deal psychic damage to a creature, you can choose to impose one of the following effects on it until the end of your next turn:

  • The target has disadvantage on its next attack roll.
  • The target has disadvantage on its next saving throw.
  • The target's speed is halved until the end of its next turn.

Mood Swing

At the 3rd level, you gain the ability to make people act more favorably towards you. Once per short rest, you may spend 2 Jam points to gain advantage on your next Charisma check.

Resonating Chorus

At the 6th level, Your music fills the minds with unease and misunderstanding. When you cast a spell that deals psychic damage, spend 3 Jam points to make creatures affected by the spell make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of you until the end of your next turn.

Peaceful Tunes

At the 6th level, you gain resistance to psychic damage.

Jam Session

At the 9th level, you use the powers of psychedelic rock to protect you as you play your funky tunes. As a reaction when you are struck by an attack, you can spend 4 Jam Points to impose disadvantage on the triggering attack roll. Additionally, creatures that start their turn within 10 feet of you have disadvantage on saving throws against being frightened or charmed until the start of your next turn.

Getting Funky

At the 14th level, Your getting funky now causing confusion and disarray with your groovy music. As an action, you can spend 3 Jam Points to target one creature you can see within 60 feet of you. The target must make an Intelligence saving throw against your spell save DC. On a failed save, the creature's mind becomes muddled, and it must roll a d6 at the start of each of its turns to determine its behavior:

  • 1-2: The creature takes no action on its turn and uses all its movement to move in a random direction.
  • 3-4: The creature can act normally.
  • 5-6: The creature takes no action on its turn and uses all its movement to move towards a random creature within its reach.

The effect requires concentration, lasts for one minute. The creature can roll at the start of every turn to break the spell

Psychedelic Break

At the 17th level, your psychedelic music melts the minds of those who hear it causing those who are lost in its grooves to attack friends and foes alike. Once per long rest, you can spend 6 Jam Points cast Crown of Madness without expending a spell slot. Additionally, while maintaining concentration on Crown of Madness, you can use your bonus action by spending 1 Jam Points on subsequent turns to deal psychic damage to the affected creature equal to your Charisma modifier. This damage ignores resistance to psychic damage.

Multiclassing[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Audiomancer class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Audiomancer class, you gain the following proficiencies: Light armor, shields, simple weapons, martial weapons.


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Credit[edit]

PLEASE NOTE: this uses inspiration from the Audiomancer class with major edits to make it different however there are still features that are shared among them so credit must go to the creators of the original class. Thank you

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