War Chanter Being the opening act in a concert was like a dream come true for Evie, though she lamented that she was here for a job. The crowd’s cheering all but drowned out all conscious thought for a moment and Evie could feel herself being pulled in by the applause and adoration. Her performance already long underway, she scanned the crowd, using her extra-sensory abilities to pick out her target within the sea of fans. It only took a brief moment for the hum to come back to her. It filled her senses, giving her confirmation. She scanned the crowd again, putting a face to the mark she was sent to kill. She added an arcane note to her song, sending the crowd into a roar, before adding another and directing it at her target. It hit with pinpoint accuracy. He fell with little more than a shudder, lost in the sea of screaming fans. And with that Evie brought her performance to a close. Bowed. Waved to her fans and exited. Stage left. War of Words When most people speak of magic, they often imagine exploding fireballs, or lightning shooting from their fingertips. War chanters, however, seek a balance between martial prowess, and magical application. This often results in a jubilant cacophany of sound from their allies cheering, and their enemies fleeing. The Power of Music War chanters are often mistaken for a common bard, and for some, there is a bit of crossover in their line of work. However, where a Bard might often play the part of the minstrel, a war chanter draws actual power from music. Their performances are often the stuff of legends. Those legends, however, are steeped in magic. A song to inspire courage or a note to keep away fear. But those same notes can be turned on their enemies. There’s power in music. And war chanters play all the best songs. Way of the War Chanter Being a war chanter is all about the stage. Their love of an audience coupled with a background in magical theory are often at odds with each other as they tend to draw two very different types of crowds. A war chanter has learned to channel these passions into power. Whether wooing the crowd, or stirring the battlefield, they've learned their greatest weapon is their voice. There's power in song. There's power in performance. And there's nothing more intoxicating to a war chanter than walking that line between knowing when to fight and when to leave well enough alone, and knowing the difference.



Credit: Headson

War Chanter Level Proficiency Bonus Features Amplifier Limit Song Points 1st +2 War Defense, War Song, Jubilation (3) 3 3 2nd +2 Amplifier 3 5 3rd +2 Chanter's Calling 3 7 4th +2 Ability Score Improvement 3 9 5th +3 Echolocation 3 11 6th +3 War Chanter Feature 4 11 7th +3 Melophobia, Jubilation(4) 4 13 8th +3 Ability Score Improvement 4 15 9th +4 Critical Crescendo 4 17 10th +4 War Chanter Feature 4 19 11th +4 Fermata 5 21 12th +4 Ability Score Improvement 5 21 13th +5 Treble Cast, Jubilation(5) 5 23 14th +5 Piercing Voice 5 25 15th +5 War Stories 5 27 16th +5 Ability Score Improvement 6 29 17th +6 War Chanter Feature 6 31 18th +6 Calling In A Favor, Jubilation (6) 6 31 19th +6 Ability Score Improvement 6 33 20th +6 Indomitable Music 6 35 Creating a War Chanter When creating a war chanter, consider what makes for a great entertainer. Are you a singer? A poet? Do you revel in the adoration of fans, or behind a pen, cuddled up next to a book? Do you study long hours or make it up on the spot? Whatever your motivation, war chanters excel at supporting their allies with motivating music, both from near and far. words are a weapon, and they will not be silenced. Quick Build You can make a War Chanter quickly by following these suggestions. First make Wisdom your highest ability score, followed by either Dexterity or Wisdom. Lastly choose Soldier, Investigator, or Inquisitor. Class Features As a war chanter, you gain the following class features: Hit Points Hit Dice: 1d8 per war chanter level.

1d8 per war chanter level. Hit Points at 1st Level: 8 + constitution modifier.

8 + constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + constitution modifier per war chanter level after 1st.





Proficiencies Armor: no armor proficiency

no armor proficiency Weapons: Finesse weapons, quarterstaff, and shortbow

Finesse weapons, quarterstaff, and shortbow Tools: Artian's tools, Thieve's tools Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose any three. Equipment You start with the following equipment, in addition to the equipment granted by your background:

(a) rapier or (b) shortbow

(a) a guitar or (b) a pan flute Alternatively, you can ignore the equipment here and in your background and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.

War Song Your time on the battlefield has made you adept at casting spells quickly and reliably. At 1st level, you can cast any non-druid cantrip with a verbal component from the conjuration, enchantment, evocation, and illusion schools. Whenever you cast a cantrip as a war song, you can cast it as a bonus action. Casting in this way does not require any material or somatic components, nor do they incur Opportunity Attacks. Amplifier Limit The war chanter table shows the maximum amount of points you can spend in a round. This value increases as you gain levels in this class. Song Points The war chanter table shows how many points you have available to you each day. This amount increases as you gain levels in this class to a maximum of 35. You must expend at least 1 point to cast a war song. You regain all expended points once you finish a long rest. Spellcasting Ability Wisdom is your spellcasting ability for your war chanter spells. Your magic is fueled by years of devotion and training to mold your passions into power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier and proficiency bonus when setting the spell save DC for a war chanter spell you cast and when making an attack roll with one.



Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.



Spell Attack modifier = your proficiency bonus + your Wisdom modifier. War Defense At 1st level, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. As long as your jubilation is active, you also gain the following benefits so long as you aren’t wearing any armor: • Whenever you are the target of a ranged attack, you can use your reaction to impose disadvantage on the attack roll.

• Your spell DC increases by +1 for any enemy that can hear you. Jubilation War chanters are renowned on the battlefield for their ability to rouse their allies to pull off incredible feats they call the jubilation. As a bonus action, you can spread this ability to all of your allies, in a range of 100 feet, who can hear you. Starting at 1st level, you can use jubilation 3 times before needing a long rest. This use increases to 4 times at 7th level, 5 times at 13th level and 6 times at 18th level. Jubilation lasts for 1 minute, or until you end it as a free action, or are incapacitated. You can change your jubilation as a bonus action.

Jubilation of Focus: all allies gain a +1 bonus to attack rolls. On a miss, they can spend a reaction to make another attack. Jubilation of Clarity: you and your allies add 1d4 to any Intelligence, Wisdom, or Charisma saving throws (chosen at the time of activation). Jubilation of Endurance: each round, you and your allies gain a number of temporary hit points equal to half your level (minimum 1) + your Wisdom modifier at the start of your turn. Jubilation of the Juggernaut: once per round, when you or an ally is hit by an attack, they can spend their reaction to reduce the damage taken by 1d6. The damage reduced increases to 2d6 at level 7, 3d6 at level 13, and 4d6 at level 20. Jubilation of Rage: you and your allies can score a critical hit on a roll of 19 or 20. On a critical hit, they deal additional damage equal to your Wisdom modifier. At 10th level, you and your allies can score a critical hit on a roll of 18 to 20. Amplification A war chanter’s voice is his most potent weapon. Each note carries his arcane power, which he shapes with each syllable. This control of pitch and tone allows him to amplify his powers in unnatural ways described below. 2 points: If you cast an evocation spell, you can impose one of the following conditions on a failed save:

• Blind (Dexterity save)

• Knock Prone (Strength save)

• Restrained (Dexterity save) If you cast a conjuration spell that deals damage, you can impose one of the following conditions on a failed save:

• Charmed (Charisma save)

• Poisoned (Constitution save)

• Frightened (Charisma save) If you cast a enchantment spell you can modify the spell in one of the following ways:

• Increase radius by 5 ft.

• Increase range by 30 feet.

• Double the duration of any applicable effect. 3 points As an action, you amplify the arcane energy of your war songs to create a second level spell with a verbal component that you can choose from the conjuration, enchantment, evocation, and illusion schools. 4 points Any war song that you cast ignores elemental resistance. All ranged cantrips have their range doubled ignoring three quarters cover, and all cantrips with a range of touch deal one additional die of damage.

Chanter's Calling At 3rd level, you choose a calling which defines how you wish to use your abilities. Depending on your choice, you'll gain an additional jubilation and new amplifications, along with a chorus of new abilities. Your path grants you additional abilities 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. Echolocation Beginning at 5th level, you gain the supernatural ability to locate objects and creatures with your voice. As an action, you can spend 1 war song point to emit a sound in a 60-foot radius. Any objects or creatures, even if they are invisible, within the radius appears highlighted to you as if you had darkvision until the start of your next turn. If that creature is a known enemy they'll be highlighted in red. Affected objects and creatures remain highlighted for 10 before the ability fades. This ability can be used even if you are currently blinded. Melophobia When you reach 7th level, your voice turns from beacon of hope to the sound of nightmares. As an action, you emit a wave of disturbing harmonic notes to all creatures in a 60-foot radius centered on yourself. All of your allies under the effects of your jubilation are immune to this effect. Each creature in the radius, that can hear you, must make a Charisma saving throw or become shaken. On a failed save, each affected creature suffers a 1d4 penalty to attack rolls. Each affected creature can attempt to make a new save against this effect at the end of each turn. On a success, the creature is immune to this effect for 24 hours. Once this ability is used, your current jubilation ends. Critical Crescendo By 9th level, whenever an ally under the effects of your jubilation scores a critical hit, if their next attack hits, they add an additional +5 to damage. Sonant Disruption Starting at 11th level, whenever you and your allies affected by your jubilation are subjected to a Dexterity saving throw to save for half damage, as a reaction, you can expend your jubilation and make the save for them with advantage. On a success, you and all affected allies instead take no damage. This ability can be used once per long rest. Treble Cast By 13th level, as an action, you can combine 3 war songs into a single spell using the shortest spell range as the range of this spell, combining all effects and damage. After which you can not cast another spell until after the end of your next turn. This ability can be used once per short or long rest. War Stories Once per day, at 15th level, you can tell a rousing tale from battles old and new that takes 10 minutes. Any prepared meals from your allies becomes a heroes feast as per the spell. Piercing Voice At 14th level, when a war chanter would be denied their voice, they can attempt to break the effect. On a success, the spell is suppressed for 1 minute or until the war chanter leaves the affected space. Once this feature is used, it can't be used again until after a short or long rest. Calling In a Favor Beginning at 18th level, your renown has grown to the point that you've gained the attention of some powerful entities. Once per day, you can call forth aid to your cause as per the planar ally spell. This ally is friendly to you, and you have advantage on persuasion (Wisdom) checks to negotiate their cost. Encore By 20th level, the war chanter's performance becomes the stuff of legends. You can perform your 17th level subclass ability 2 times per day instead of once. Multiclassing Prerequisites: To qualify for multiclassing as a war chanter, you must meet the following requirements: Charisma 13.



Proficiencies gained: Persuasion Chanter's Calling All War Chanters are avid performers. Whether in front or behind the stage, they love the show, and have a background in some aspect. They've since turned that background into the heart of their performance and translated it into deadly battle acumen. This calling becomes the source of their power and becomes the basis for the rest of their career. Conductor A conductor is one who actively directs the flow of battle. They take the lead, employing style and know-how to deal with their enemies. Conductors are all Jubilation of the Bulwark: all allies gain a +1 bonus to AC and can use their reaction to deny an attacker advantage on melee attacks against them. Amplification: for 2 amplification points, you can cast a war song as a reaction.

Ictus At 3rd level, whenever you hit with a weapon attack, the next attack against that creature has advantage until the start of your next turn. Extra Attack At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Metronome At 10th level, whenever you score a critical hit, you can use your reaction to give an ally you can see within 30 feet of you a weapon attack. Big Show At 17th level, as a bonus action, you begin the big show. Big show lasts for 1 minute, until you dismiss it as a free action, or are incapacitated. While active, your speed becomes 0 and you gain a +4 bonus to your AC. You can use your action to give an ally an extra action, use your bonus action to give an ally a weapon attack, or use your reaction to allow an ally an extra move action. Once this feature is used, it can't be used again until after a long rest. Performer Some war chanters get utterly absorbed into the roles they play. Whether playing the part of a thief or holy knight, they have no doubt it'll be the performance of a lifetime.



Jubilation of the Choreographer: allies can use their reaction to move a distance up to their move speed. In addition, they can move freely through an occupied space or threatened square without provoking opportunity attacks.



Amplification: for 1 amplification point, you can absorb the arcane energy of one of your war songs to cause your weapon to disappear as if under the invisibility spell. Class Act At 3rd level, you gain proficiency in 3 additional skills of your choosing. Wardrobe Change At 6th level, you can change your appearance to match the look and sound of any small or medium-sized humanoid creature you’ve seen in the past hour. The results change depending on how long you take to assume the role. As an action, your wardrobe change resembles a mirror image of the creature you’re trying to copy, but you retain your current clothing. Any notable features will appear on you in reverse of the original. Anyone within 15 ft of you, who knows the creature you’re copying has advantage on trying to identify you. If you spend one minute, all visible features appear in their correct location and you can copy their accent, but not their voice. Anyone within 15 ft of you who knows the creature you’re copying has a -2 penalty to try to identify you. If you spend 10 minutes, you change everything from your clothing to your tone of voice, but not their mannerisms. Any creature within 15 ft of you who knows the target has disadvantage on trying to identify you. If you spend 1 hour, your wardrobe change becomes a perfect copy. Everything from your clothing to the distinct way they favor one foot over the other is perfectly copied. Anyone who knows the creature has a -10 penalty to try to identify you. The effect ends immediately if you make an attack or a creature succeeds on an insight or investigation check to identify you and calls you out. Recital At 10th level, as an action, any creature you make skin to skin contact with must make a Charisma saving throw or lose a memory of your choice. You can attempt a sleight of hand to perform this ability without being noticed. Before initiating the ability, you must already have a definitive question in mind or risk gaining a completely unrelated memory. You can retain this memory for up to 30 minutes before losing it or use a war song point to retain it for another 30 minutes. In addition, you can perform a wardrobe change in half the time it would normally take as described above. This feature can be used up to three times a day before needing to take a long rest. Show Time You set the stage for the performance of a lifetime. At 17th level, you can perform show time. While show time is active, you can use an action to assume the guise of anyone you used a wardrobe change on in the past 24 hours. You retain the level of detail you assumed with each wardrobe change. This ability lasts for one hour. Once this feature has been used you must take a long rest before it can be used again. Vocalist A vocalist carries a voice that demands immediate attention. From the first note, all viewers can't help but get wrapped up in her song. The vocalist knows this and pours their heart and soul into their performance. Jubilation of Adoration: all allies have advantage on saves against charm and fear effects. Amplification: for 2 war song points, you can change the elemental type of your war songs to one of the following: acid, cold, fire, or lightning. Elemental Weapon At 3rd level, you imbue your weapon with one of the following magical properties: acid, cold, fire, or lightning. You can change the elemental property of the weapon after taking a short rest. Counter Song At 6th level, you can spend your reaction to attempt a counterspell for 3 point. You can amplify the attempt to counter the spell as if you used a higher spell slot. 4 points to counter at 4th level, 5 points to counter at 5th level, and 6 points to counter at 6th level.