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Piper (5e Class)

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This page is of questionable balance. Reason: Feature spread needs improving. There
are some levels where nothing new is gained, and yet other levels where you get a
feature and a new spell slot level. Missing information and incorrect terminology
throughout (e.g. rat swarm doesn't say what the save DC is for maintaining
concentration; repeatedly refers to "major action" which is not a thing.)

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Contents
1 Piper
1.1 Creating a Piper
1.2 Class Features
1.2.1 Table: The Piper
1.2.2 Spellcasting
1.2.3 Piper Points
1.2.4 Rat Familiar
1.2.5 Animal Friend
1.2.6 Charmed Life
1.2.7 Ability Score Increase
1.2.8 Mind Tricks
1.2.9 Animal Possession
1.2.10 Rat Transformation
1.2.11 Extra Piper Point Abilities
1.2.12 Calming Tone
1.2.13 Deafening Pitch
1.2.14 Rat Mount
1.2.15 Soul Song
1.2.16 Vermin Swarm
1.2.17 Bonus Piper Point Abilities
1.2.18 Human Possession
1.2.19 Unknown Presence
1.2.20 Sect of the Piper
1.3 Multiclassing

Piper
"Now now. I wouldn't step too much closer to me," The piper said, pulling out a pan flute. The
small group of bandits stopped in their tracks, and began laughing. "What are you going to do,
huh? Pan flute us to death? Yeah, right." The bandit said as he turned to one of his other partners
in crime, nodding towards him as they began notching an arrow into their crossbow. The piper
sighed, pulling the instrument up to his mouth, and began to play a slow song. As the bandits
progressed towards the man, the song began getting faster and faster, and the ground began
shaking. "Wha...What's happening? Is there an earthquake?" One of the bandits said, as she fell
backwards, tripping over a rock. The piper stopped playing,and slowly looked up, staring down
the now prone bandit, "I warned you." Suddenly, small cracks began appearing all around, a loud
squeaking could be heard. Just then, the rumbling stopped, but the squeaking did not. "Hey man,
come on! We'll leave you alone! We're sorry!" The thief with a bow said, tossing it down. The piper
turned his back, and began walking away. The woman stood up off the ground, "Thank you! I
really..." but she couldn't finish her sentence, as rats began pouring out of the cracks that had
formed on the ground, sheeting themselves over the bandits. The piper stood, listening to the
screams of the outlaws being eaten alive in a swarm of rats behind him. After a few minutes of
struggle, the screams ceased, the bodies picked clean. The piper reached down, petting a rat that
had wandered up next to him. He petted its head and stood, beginning to play his flute, the rats
forming a line behind him, following him through the forest.

Creating a Piper

Pied Piper, Sea Way China, https://www.seawaychina.com/product/pied-piper-hn3721-royal-


doulton-figurine/

When creating a piper, think of why they would have the powers that they do. Did they make a
pact with an entity to have this power? Did they come across some long-forgotten bard magic?
Were they taught this by their parents or another family member/s? Or is there a secret society of
pipers? Feel free to add your own ideas.

Quick Build

You can make a piper quickly by following these suggestions. First, charisma should be your
highest ability score, followed by wisdom. Second, choose a one-handed instrument.

Class Features

As a Piper you gain the following class features.


Hit Points
Hit Dice: 1d6 per Piper level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Piper level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple Melee Weapons, any bow/crossbow
Tools: Musical Instruments (One-Handed Only)
Saving Throws: Wisdom, Charisma
Skills: Animal Handling, Persuasion, and any one from Performance, Stealth, or Deception.

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

(a) Shawm or (b) Pan Flute or (c) a Horn


(a) Shortbow with 30 arrows or (b) Hand Crossbow with 20 bolts
(a) Any Simple Melee Weapon or (b) Leather Armor

Table: The Piper

—Spell Slots per Spell


Proficiency Piper Cantrips Spells Level—
Level Bonus Features Points Known Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, 1 3 1 — — — — —
Piper Points
2nd +2 Rat Familiar 1 3 2 2 — — — —
3rd +2 Animal Friend, 1 3 3 3 — — — —
Charmed Life ,
4th +2 Ability Score 2 4 3 3 — — — —
Improvement
5th +3 Mind Tricks, 2 4 4 4 2 — — —
Animal
Possession
6th +3 — 2 4 5 4 2 — — —
7th +3 Rat 2 4 5 4 3 — — —
Transformation
8th +3 Ability Score 2 5 6 4 3 — — —
Improvement
9th +4 Extra Piper 3 5 7 4 3 2 — —
Point Abilities
10th +4 Calming Tone, 3 5 8 4 3 2 — —
Deafening Pitch
11th +4 Rat Mount, Soul 3 5 9 4 3 3 — —
Song
12th +4 Ability Score 3 6 10 4 3 3 — —
Improvement
13th +5 Vermin Swarm 4 6 11 4 3 3 1 —
14th +5 — 4 6 12 4 3 3 1 —
15th +5 Bonus Piper 4 6 12 4 3 3 2 —
Point Abilities
16th +5 Ability Score 4 6 13 4 3 3 2 —
Improvement
17th +6 Human 5 6 13 4 3 3 3 1
Possession
18th +6 Unknown 5 6 14 4 3 3 3 1
Presence
19th +6 Ability Score 5 6 14 4 3 3 3 2
Improvement
20th +6 Sect of the 5 6 15 4 3 3 3 2
Piper

Spellcasting

At level one, the piper gains the ability to cast certain spells. You may learn all of the spells on the
basic bard spell list, and a select few spells from other classes. Any spell that has the ability to
control the way something moves, thinks, or acts (excluding illusion spells) may be used by the
piper. Charisma will be the piper's spellcasting ability.

Piper Points

At level one, the piper gains access to the classes main ability, Piper Points. These points may
either be used to cast a list of spells and/or active certain effects (listed below), or they may be
expended to give either the player or an ally advantage on their next roll. If giving advantage, the
player must say so before the ally rolls, and this ability may be used on other player's or non-
player's turns. Piper Points regenerate after a long rest.

Piper Point Abilities

Piper Charm- The piper plays their instrument and casts Charm Person on a creature within sight
range and within forty feet. If the creature succeeds on a Wisdom save, the charm still functions,
but they will realize they have been charmed afterwards. If they fail, unlike Charm Person, the
something that has been charmed will not realize they have been charmed, however, while the
creature is charmed, its eyes will turn completely black for the spell duration. This spell lasts five
minutes outside of battle and 1d4 rounds in battle. (At level 5, this changes to 1d6 rounds, and
again at level 12 to 1d8 rounds).

Rat Swarm- For either one full round or one minute, the piper must stand completely still and
focus only on this song. If something attempts to break the piper's concentration, the piper must
roll a constitution save. If they fail, no Piper Point is expended, although the piper must start the
spell over again. After the song is completed, however, the earth shakes slightly and cracks begin
appearing on the ground. On the piper's next turn, they may summon three swarms of rats within
a 15ft by 15ft square. Each swarm of rats attacks the nearest non-ally creature and swarm over it.
If it is a medium or smaller non-flying creature, they must roll a dexterity check. If failed, they are
knocked prone and covered in rats. Each swarm does 1d8+2 Piercing damage and, if and only if
the swarm has knocked an enemy prone, the rats do an extra 1d6 Piercing damage. The rats
disperse after one round, disappearing back into the cracks they came from. (For simplicity sake,
use each swarm of rats as one creature that can move 15ft and has 1d8+3 (or 8) HP).

Silver Tongue- Either the player, or an ally within 30ft of them, automatically succeeds their next
charisma roll. Whether it be a saving throw or a skill that has the subclass of charisma.

Piercing Note- The piper plays a shrill note on their instrument, harming all non-allies that can
hear the sound within 50ft. When heard, the enemies must make a wisdom saving throw. If they
succeed, they talk half damage. If they fail, they take 2d6+2 psychic damage. This counts as a
minor action.

Quick Cast- As a free action, the player may cast any bard cantrip that they have learned without
taking up a cantrip slot. They also gain advantage on casting this spell.

Rat Familiar
At level two, a simple house rat has binded to the player. They now can telepathically
communicate with said rat, allowing the piper to give simple commands to the rat. These things
include, but are not limited to, moving to a certain position, taking watch, attacking something,
nibbling through a rope, and so on. At level five, the piper can see through the rat's eyes up to 20
feet. During battle, the rat can move 35 feet and has the same initiative as the player. At sixth
level, the rat is now able to stabilize the piper's allies. (This works the same as if a player/NPC was
stabilizing another player/NPC).

Animal Friend

From third level onward, animals will not attack the piper unless provoked by them or ordered to.
At eighth level, the player can roll an intimidation check on a hostile animal. If they succeed, the
player will now be able to command the creature to do a one-worded, simple command, once.
This includes, but is not limited to, stop, flee, go, etc.

Charmed Life

At third level, due to the piper's ability to control the minds of creatures and those around them,
they have built up an immunity to any charm spells. If anything tries to charm the piper using
magic, an "alarm" will go off in their head, alerting them to who/what attempted to control them
and where they are. This does not work for illusion spells.

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.

Mind Tricks

At fifth level, when something is searching for the player, whether this be tracking the player or
searching for them, they have disadvantage on these rolls. While the piper is talking to something,
if the player touches what they're talking to, they can put a simple idea into their head, but only
one command. It can be something like stop, flee, go, etc.

Animal Possession

At fifth level, the piper is now able to possess a medium sized or smaller non-humanoid entity for
up to one minute. The creature the piper is possessing must not be above a CR 2 and the animal
may not be hostile towards the player. THe piper must roll an animal handling check. If they
succeed, the animal is now possessed. Their body binds to the animal, along with all of the
player's items. While in this morphed state, the player may not use any items and, if the creature
has any special abilities, the player is unable to use them. At tenth level, the piper may now roll an
animal possession check to hostile creatures.

Rat Transformation

At seventh level, the piper is now able to morph their body to the form of a rat. This means they
can either form into a full rat, or they can gain some of the attributes of a rat. If the piper decodes
to turn into a full rat, they may only see in black and white, but their sense of smell is heightened.
When a rat, the player is able to move through spaces that are either an inch wide or bigger. This
transformation lasts for one minute and only works once per long or short rest. Instead of
transforming into a full rat, the player is now transformed into a half-humanoid half-rat hybrid.
While in this state, 10 speed is added to the player's movement speed, their height shrinks by half,
their teeth become much longer, and short claws grow from the tips of their fingernails. In this
state, they may bite or scratch as a minor action for 1d4+1 piercing/1d4 Slashing damage
respectively.

Extra Piper Point Abilities


At ninth level, the player gains the ability to cast even more spells using Piper Points. The player
can use these spells along with the ones first given to them. They also gain the ability to expend a
Piper Point to allow an ally to re-roll any roll.

Extra Piper Point Abilities

Melodic Strength- When this ability is activated, for the next 1d4+1 turns, an ally within forty feet
that can hear this tune gains a bonus 1d6+2 damage to all attack rolls, whether magical or
physical. Using this ability counts as a minor action.

Shimmering Ballad- As a major action, the player may expend one point to summon three Silent
Images. These images last up to ten minutes and use the same guidelines as the spell.

Astral Chorale- The player may expend a Piper Point and spend one minute concentrating and
playing their instrument. After this turn, the piper's soul is separated from their body. While in
this state, the piper is unable to move their body, but their soul can move at maximum fifty feet
away from their body. The piper's soul, in this state, has truesight and the ability to move through
walls. Other entities (without truesight) can not see this spirit, even if the entity is a spirit. If the
piper's body dies while in this state, they die instantly. This ability lasts up to ten minutes.

Calming Tone

At tenth level, the piper gains the ability to cast this spell without using up a spell slot. When a
piper plays this song, any non-allied entity within twenty feet must make a constitution saving
throw. If they fail, the entity falls asleep for 1d4+1 turns in battle or three minutes outside of
battle. The entity is able to be woken up by either being shook awake, having water dumped on
them, etc.

Deafening Pitch

At tenth level, the piper gains the ability to cast this spell without using up a spell slot. When a
piper plays this song, any non-allied entity must make a constitution saving throw. If they fail, for
1d4+1 turns in battle or three minutes outside of battle, any non-allied entity within thirty feet
will be deafened and blinded.

Rat Mount

At eleventh level, the piper is able to summon a swarm of rats to have them carry things for them.
This large swarm of vermin can carry up to 5d8+12 (or 38) lbs of weight. These rats can not be
summoned during battle, and lasts 2 hours. Once time has run out, or if a battle begins, the rats
disperse. Once lost, the piper must re-summon them. These rats can only be summoned once per
short or long rest, or the player may expend a Piper Point to summon them again as well.

Soul Song

At eleventh level, the piper gains the ability to cast this spell without using up a spell slot. When a
piper plays this song, they must make a spell save check with a DC of twelve. If a success, a group
of child spirits appear in all the spaces adjacent to the piper. The pipe can either, as a free action,
use these spirits to disengage, or the child spirits may take all damage dealt to the piper for one
attack. After being used, the spirits disperse. They will also disappear, if unused, after one minute.
These spirits can only be summoned once per long rest, or the player may expend a Piper Point to
summon them again as well.

Vermin Swarm

At thirteenth level, the piper gains the ability to cast this spell without using up a spell slot. When
a piper plays this song, a quick mass of vermin materializes within an open space within thirty
feet of the piper. This mass of rats can only move sixty in a straight line. However, any non-ally
entity that comes in contact with these rats, and are of medium size or smaller, they must roll a
dexterity saving check. If failed, the rats knock the entity prone and drag them backwards ten
feet, doing 1d6 of bludgeoning damage. Also, if the enemy is holding a weapon, they are now
disarmed. If the entity succeeds the saving throw, they stumble back five feet. These rats can only
be summoned once per long rest, or the player may expend a Piper Point to summon them again
as well.
Bonus Piper Point Abilities

At fifteenth level, the piper gains access to the final two Piper Point Spells. The piper may now
also expend a Piper Point to allow the piper to take a 19 on an ability check, death save, or roll to
hit. This ability must be used before the die/dice are rolled.

Bonus Piper Point Abilities

Vermin Armor- As a free action during a battle at the beginning of their turn, they may summon a
swarm of rats that climb up the piper, functioning as "armor". These rats will raise the piper's AC
by 1d8+4 for one turn in battle, or two minutes outside of battle. While covered in these vermin,
the player's speed is halved and they are unable to use ranged weapons.

Rat Familiar Transformation- As a major action, if the piper's rat familiar is currently alive and
within ten feet, the piper can use a point to have their rat familiar transform into a half-humanoid
half-rat hybrid. They grow to three feet tall and are haunched, furry creatures about the size of a
small child with sharp teeth and small claws. The familiar, in this form, has the ability to bite or
scratch as a minor action for 1d4+1 piercing/1d4 Slashing damage respectively. This last for 1d4+2
rounds or three minutes and has a movement speed of thirty five and has a health of fifteen. This
creature has the same initiative as the piper if summoned during battle.

Human Possession

At seventeenth level, the piper gains the ability to perform the Animal Possession ability, but it
also works on humanoids size medium or smaller. The humanoid, however, can not be hostile
towards the piper. However, the piper gains a plus two bonus to human possession.

Unknown Presence

At eighteenth level, the piper is now able to use the charm spells, even passively. The piper may
choose to turn this ability on and off, just by saying so. However, when this ability is activated, the
piper has a plus two to stealth checks. Other people also won't be able to see the piper unless they
are actively looking for them, fighting them, speaking to them, allied with them, or the piper is
doing something obviously against rules (stealing, walking through an area they aren't supposed
to be in, etc).

Sect of the Piper

At twentieth level, the piper now has a group of 1d4+2 (or 4) people following them, basically as a
small cult. Whether they be admirers,that send the piper letters, a group of mages that wish to
learn the piper's powers, or an actual cult that follows the piper, the way these people function is
all up to the GM.

Multiclassing

Prerequisites. To qualify for multiclassing into the Piper class, you must meet these
prerequisites: Animal Handling Proficiency, 16 Charisma, 14 Wisdom, and a Shawm, Pan Flute, or
Horn

Proficiencies. When you multiclass into the Piper class, you gain the following proficiencies:
Animal Handling, Charisma Saving Throws

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