Violinist (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Violinist[edit]

Violins, instruments that are in this world to please the ears but for professional Violinist they are more than that. they are tools for clarity, manipulation, and much more.

Violin Masters[edit]

A pale blindfolded blonde-haired elf presented at a memorial. Being dressed in a black, low-toned dress. Slowly moving her calm, steady hand. She flips the book filled with musical notes, stopping on a page. Then, gripping the violin bow, she presses her violin bow onto the E string and sits in silence to commemorate every dead soul that has died for this memorial just before playing an emotional song for a sad day of loss.

A toned bald-headed gnome dressed in cloth. Plays a rather hasty song bolstering the people around him with emotion of happiness while the gnome just grins while playing as the village stops everything they're doing to listen to the music and applaud him when the show is over.

Creating a Violinist[edit]

What drove your character to be a Violinist? Did you play as a hobby and then brought more into a violin? Is it an inheritance passed down and you feel you must carry the inheritance to the next? Or a member of Violinist? Whatever the case is. If none of these options please you, discuss with your DM about a unique story involving this class.

Quick Build

You can make a Violinist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose the Entertainer background. Third, choose A Violin, Shortsword, disguise kit, and an Entertainers pack.

Class Features

As a Violinist you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons and Improvised weapons
Tools: Instrumental (Violin only)
Saving Throws: Charisma and Intelligence.
Skills: Chose three from persuasion, deception, performance, insight, or investigation

Equipment

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

  • A Violin
  • (a) A shortsword or (b) A dagger
  • (a) A disguise kit or (b) Thieves' Tool
  • (a) A entertainers pack or (b) A explorer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Violinist

Level Proficiency
Bonus
Features
1st +2 Focused Violinist (Solo), Known Violinist
2nd +2 Quick Play
3rd +2 Violinist Style
4th +2 Ability Score Improvement
5th +3 The Star of the Show
6th +3 The Puppet Strings of a Violinist
7th +3
8th +3 Ability Score Improvement
9th +4 To Know My Fans
10th +4 All the Wrong Strings
11th +4
12th +4 Ability Score Improvement
13th +5 Persuasive Music
14th +5 Like Music to My Ears
15th +5 Air Notes
16th +5 Ability Score Improvement
17th +6 Rapid Rhythm
18th +6
19th +6 Ability Score Improvement
20th +6 Musically Legendary

Focused Violinist (Solo)[edit]

At 1st level, when you choose to play your violin and start to intensely focus, you attract creatures alike, if you roll a 15 or higher on a performance check made to please a person or crowd. You can use a bonus action to deepen the focus, and the crowd or creature will give you 2 gp per person in the crowd up to a maximum of 5 creatures. You can use this as many times up to your charisma modifier.

Known Violinist[edit]

Also, at 1st level. Whether you are known to many or few, places of entertainer will know your name. You are granted entry at half the amount or for free (DM's choice) to any place of entertainment.

Quick Play[edit]

At 2nd level, you have learned to recite a quick one-lined play by heart. As an action, you distract one creature within a 30 ft range to notice you. The creature must make a DC of (8 + your proficiency modifier + your charisma modifier) Charisma saving throw. On a fail, the target has advantage on attack rolls made against you but creatures have advantage on attack rolls made against the targeted creature for two turns (You do not have advantage against the target). On a success, the target is not distracted by you. You can use this twice per day and at 15th level you can use it three times a day.

Violinist Style[edit]

At 3rd level, you choose a violinist style. Choose between an Emotional Song Writer or an Alluring Violinist, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at levels 7th, 11th, 18th.

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.

The Star of the Show[edit]

At 5th level, your reputation has grown but so has your talent. You gain expertise in performance if you haven't already, and people will start to notice you out in public.

The Puppet Strings of a Violinist[edit]

At 6th level, while in any place of entertainment you can ask of any favor to be made by the people that represent the place of entertainment. The creature asked to perform a task will do tasks like fetching an object, helping you perform, etc. But the creature will only do the task as long as it aligns with its nature and/or personality, and it does not seem dangerous or life threatening.

Ability Score Improvement[edit]

When you reach 8th level, and again at 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.

To Know My Fans[edit]

At 9th level, because so many people have talked to you, you have taught yourself to befriend many and send out messages to people when in a conflict. You know the Friends cantrip and the Message spell, no components required. You can cast friends at any number of times and message equal to your charisma modifier. Additionally, you know when people are lying. When rolling for insight, you roll with advantage.

All the Wrong Strings[edit]

At 10th level, you can make a terrible musical shriek to disrupt a creature's activity. As an action, you can choose 5 creatures in a 30 ft radius, the selected creatures gain a -1d6 on every saving throw, check, and weapon attack rolls they make for 1d4 turns. Additionally, they take an additional 2d6 psychic damage on damage rolls made against them.

Ability Score Improvement[edit]

When you reach 12th level, and again at 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.

Persuasive Music[edit]

At 13th level, when bartering you can play your violin. When you do this, you gain advantage on persuasive checks made to lessen the cost of an item. You use this equal to your charisma modifier at each long rest. If you roll a natural 20 on any persuasive check using this feature, you get the item for free as long as the rarity is uncommon.

Like Music to My Ears[edit]

At 14th level, you have perfected your music, so well that you care not to be affected by the lesser music. You cannot be affected by spells that are 3rd level and by mundane means that charm, frightened, or deafen you.

Air Notes[edit]

At 15th level, your talent in a violin is so great you can create air into a musical creature. Once per long rest, you can create an Air Elemental. When you do so, the "air" that is produced from the creature is made from musical notes. This creature follows the "familiar" rules.

Ability Score Improvement[edit]

When you reach 16th level, and again at 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.

Rapid Rhythm[edit]

At 17th level, you can create a dominating sound. As an action, each creature a 20 ft radius must make a DC of (8 + your proficiency modifier + your charisma modifier) Charisma saving throw or the affected creature follows the same rules as the upcasted to 8th level spell, Dominate Person. The only additional add-on to this feature is that you do not need to target just a humanoid. You can use this feature once per day.

Ability Score Improvement[edit]

When you reach 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.

Musically Legendary[edit]

At 20th level, you have enhanced your Volin so much that you can ignore a condition and damage. once per day, you can choose one condition to be unaffected by and one damage type to not be hurt by.

Emotional Song Writer[edit]

Manipulate creature's emotions and be the leader of the masses.

Playing With Emotions

At 3rd level, you are able to manipulate creature's emotions with your creative song writing. While playing your violin, you can make a raw check to create a song about something happy, sad, or angering. Afterwards you make a performance check, the targeted creature must make a DC of (8 + your proficiency modifier + your charisma modifier) Charisma saving throw. When rolling the raw check, the higher the roll is on the check is, the more convinced the creature can get. If you roll a 1-9 on the raw check, you roll with disadvantage on the performance check as it is made dull and not convincing enough. If you roll a 10 on the raw check, you roll with neither advantage or disadvantage on the performance check as it is basic but not bad nor good. If you roll a 11-20 on the raw check, you roll with advantage on the performance check as it is amazing to hear and very compelling to whatever emotion you're trying to bring in. If the creature fails the save, the creature will bring in one of three emotions you pick for one minute. The emoted creature will not directly bring it happens, anger, or sadness out on you but to people around them, possibly making you manipulate the situation.

Performing Master

At 7th level, you have mastered the arts of executing your performance on stage. You gain advantage on performance checks.

Violinist Gaslighting

At 11th level, you can play three musical note and gaslight the creature into believing in the melody. As an action you can play a note listed below, creating similar affects to spells. You can use each note once per day.

Fear You create notes that affect every creature in a 20 ft radius. Each creature within range must make a DC of (8 + your proficiency modifier + your charisma modifier) Charisma saving throw or they become affected by the spell, Fear.

Paralysis You create notes that affect every creature in a 20 ft radius. Each creature within range must make a DC of (8 + your proficiency modifier + your charisma modifier) Charisma saving throw or they become affected by the spell, Hold Monster.

Sleep You create notes that affect every creature in a 20 ft radius. Each creature within range must make a DC of (8 + your proficiency modifier + your charisma modifier) Charisma saving throw or they become affected by the spell, Sleep. Upcasted to 4th level.

You Must Live

At 18th level, you can manipulate a willing creature's emotions to compel them to live. As an action, you can target one creature to compel it to live, in a 15 ft radius. For the next 8 hours when the targeted creature drops below 0 hit points but not killed outright, the targeted creature instead drops to one hit point and regains 5d8 hit points. Additionally, the creature gains the effects of action surge for 3 turns. You can use this feature once per day.

Optional When the creature/player affected by this feature for the duration also takes the most selfish option when determining how it's going to live and will take the safest options if possible. (Ex: Option A: Die by sacrificing yourself for the better or, option B: Cause mass destruction just to live on. The affected creature/player will take option B.

Alluring Violinist[edit]

A class A charmer to all alike by using its violin.

Alluring Song

At 3rd level, you play a song in hopes to charm the listeners. As an action, each creature in a 20 ft radius that hears this song must make a DC of (8 + your proficiency modifier + your charisma modifier) Charisma saving throw or become charmed by you for a minute. A creature is immune to this feature if it is immune to the charmed condition.

Aura of Seduction

At 7th level, you hum a song that is made by your musical voice. As an action, you create an aura in a 10 ft radius, any creature that you allow to be affect by this aura within the radius has +1 in their charisma checks and saving throws and are immune to charm. This aura lasts until you are unconscious, dead, or cannot speak.

Guilty Words

At 11th level, you coat your words with such "fear" you can make the attacker feel guilty and miss or reel their attack. As a reaction, before being hit by an attack roll made against you, you can cause the attacker to roll at disadvantage. If the creature still hit, the damage is reduced by 2d8 damage. The damage cannot be reduced if the damage is psychic. You can use this as many times equal to your charisma modifier.

Unmatched Beauty

At 18th level, you have perfected the art way to look stunning and beautiful. once per day, as an action, you can gain advantage on all charisma saving throws for one minute.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into a violinist class, you must meet these prerequisites: 13 charisma

Proficiencies. When you multiclass into a Violinist class, you gain the following proficiencies: performance, musical instrument (violin)

0.00
(0 votes)

Back to Main Page5e HomebrewClasses