Prestige Class: Warchanter a resonating character option by: Vasilis Kapetaneas

Prestige Class: Warchanter Hundreds of red and gold dwarven banners, roll down the hill smashing on the enemy force with rage, fuelled by the beating of drums. The lone warhorn fills the dark valley, waking up and bolstering the town militia. Two opposing orcs circle each other, while they ceremoniously shout, and bashing their armor with their weapons in order to intimidate their opponent. A small adventuring party, trapped on an iceberg makes a defensive circle around a fur-wearing half-elf with a lute in his hands, emboldening them to face the unknown dangers of the icy depths War Singers A Warchanter is master of the Rythmic Warchant- a rythmic song, or ceremonial dance made to embolden and rally the allied troops and terrify the enemies on the battlefield. Wardrums, Lutes, and even the sound of clanking metal of a mace on a shield can be used as a Rallying or Intimidating tool if combined with the right rythm and accompanying chanting. Masters of Morale Warchanters are much more than just brutes with drums. They know how to instill primal emotions through the reverberating rythm. They understand what makes the people on the battlefield tick, and know how to exploit it through the magic of their warchants. Prerequisites In order to advance as a Warchanter, you must

meet the following prerequisites (in addition to

the multiclassing prerequisites for your existing

class): Wisdom 13: Warchanters delve into the psyche of creatures, they must have a basic understanding of emotions.

Warchanters delve into the psyche of creatures, they must have a basic understanding of emotions. Charisma 13: Warchanters must be charismatic if they want to rouse the emotions of others through words and sounds

Warchanters must be charismatic if they want to rouse the emotions of others through words and sounds Proficiency in the Performance skill: Warchanters deal mostly with instruments of some kind, they must have experience with performing.

Warchanters deal mostly with instruments of some kind, they must have experience with performing. Complete a special task: While warchanting isn't extremely rare, finding a teacher willing to impart you with the warchant knowledge can be challenging.

While warchanting isn't extremely rare, finding a teacher willing to impart you with the warchant knowledge can be challenging. Character Level 3: Going into the battlefield without any other proper training, is a waste of the Warchanter's Knowledge. Warchanter Level Features Psalms Known 1st 2nd 3rd 1st Bardic Inspiration (d6), Warchant _ _ _ _ 2nd Warchant Magic, Warchant Psalms 2 3 _ _ 3rd Combined Warsong, Death-Defying Chant 3 4 2 _ 4th Rythm Incarnate 3 4 3 _ 5th Bardic Inspiration (d8), Enduring Warchant 4 4 3 2 Class Features As a Warchanter, you gain the following class features Hit Points Hit Dice: 1d8 per warchanter level

1d8 per warchanter level Hit Points per Level: 1d8 (or 5) + your Constitution modifier Proficiencies Tools: 2 Musical instruments of your choice, Painter's Supplies Saving Throws: None

None Skills: Intimidation Equipment The Warchanter prestige class does not grant any

special equipment. Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level.

When you multiclass with other Classes that have the "Bardic Inspiration" Feature, the die you use is the highest between the classes. Warchant You learn the secret of the Warchant, a rythmic melody used to rouse primal emotions into the minds of creatures. You can use your Bonus Action on Your Turn to activate your Warchant. When you do so, choose a number of creatures within 30 feet of you, up to a number equal to your Charisma modifier plus your Warchanter level (minimum of two). Every round you maintain the Warchant, each of the chosen creatures gains temporary hit points equal to your Charisma modifier plus half your Warchanter Level rounded up. The Warchant ends if you are incapacitated or at the end of your next turn, unless you use your Bonus Action again in order to maintain it, in which case it may last up to one minute. Once you use this feature, you can't do so again until you finish a long rest Warchant Magic Warchant Psalms make use of your own magical power to use their effects. You gain a number of spell slots as specified on the Warchanter table, but this prestige class does not grant spells known.

Instead, as a Warchanter, you can expend your spell slots to use Warchant Psalms, as described in the “Warchant Psalms” section below. For the purpose of multiclassing, to determine

your total spell slots, add your levels in Warchanter

to your levels in classes that grant you the

Spellcasting feature. For example, if you are a Warchanter 4/Bard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and Spells Known of a 6th-level Bard. Warchant Psalms Beggining at 2nd level you learn to lace your Warchant with targeted melodies and rythms in order to affect the psyche of individual creatures. You gain 2 Psalms of your choice, detailed in the "Warchant Psalms" section. You Uncover one additional Psalm at 3rd and 5th level. While your Warchant is active, you may as an Action, expend a spellslot to use a Psalm. Combined Warsong Beggining at 3rd level, maintaining your Warchant becomes easier for you enabling you to play two rythms at once. While maintaining your Warchant, you may use your Bardic Inspiration as part of the same Bonus Action. Death-Defying Chant Starting at 3nd level you learn how to inspire your allies to keep fighting even when faced with overwhelming odds. When an allied creature is reduced to 0 hit points but not killed outright, while it is within your Warchant's radius, it can make a Constitution saving throw with a DC of 5+ the damage taken, on a success the creature drops to 1 hit point. While allied creatures are inside your Warchant's radius, they also gain advantage on death saving throws. Rythm Incarnate The Rythm and the Song has now become part of your identity and laced you with permanent effects. Beggining at 4th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1, even if it exceeds 20. Additionally, you are now Immune to the "Frightened" condition, and have Advantage on Saving Throws against being Charmed. Enduring Warchant Your resolve is unbreakable and your warchant seemingly unending. Beggining at 5th level, You gain an additional use of your Warchant. Additionally you can maintain your Warchant for 10 minutes instead of the normal 1. Warchant Psalms: The Warchant Psalms are presented in alphabetical order: Inspire Admiration While you maintain your Warchant, you start chanting about you and your allies' deeds to instill a sense of Awe to your enemies. As an Action you can expend a spell slot and choose a number of creatures within 30 feet of you, up to a number equal to your Warchanter Level plus the level of the spell slot expended. Until the end of your next turn, you and your allied creatures within 30 feet of you gain advantage on Charisma checks against the chosen creatures. Inspire Boldness: While you maintain your Warchant, you start chanting about heroic deeds and epic tales to instill a sense of boldness to your allies. As an Action you can expend a spell slot and choose a number of creatures within 30 feet of you, up to a number equal to your Warchanter Level plus the Level of the Spell Slot expended. Until the end of your next Turn, each of the chosen creatures gain a bonus to AC and Saving Throws Equal to the Level of the Spell Slot expended. Inspire Calmness While you maintain your Warchant , you start chanting a soothing melody and reassuring your allies about your victory. As an Action you can expend a spell slot and choose a number of creatures within 30 feet of you, up to a number equal to your Warchanter Level plus the Level of the Spell Slot Expended. Untill the end of your next turn, the chosen creatures become immune to being Frightened or Charmed. Additionally you can end any effect causing a target to be charmed or frightened.