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(SAB) Chanter
(SAB) Chanter
S Wisdom of th e Ages
C r eati ng a C hante r
O r al H isto r ians
The Chanter
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Oral Rites, Chanting, Spellcasting 3 — — — — — —
2nd +2 — 3 3 2 — — — —
3rd +2 Loremaster, Encore 3 4 3 — — — —
4th +2 Ability Score Improvement 4 5 3 — — — —
5th +3 Ancestral Die (d8) 4 6 4 2 — — —
6th +3 Portent 4 7 4 2 — — —
7th +3 Lore Feature 4 7 4 3 — — —
8th +3 Elocutions, Ability Score Improvement 4 8 4 3 — — —
9th +4 — 4 9 4 3 2 — —
10th +4 Lore Feature 5 10 4 3 2 — —
11th +4 Portent, Ancestral Die(d10) 5 10 4 3 3 — —
12th +4 Distracting Chant, Ability Score Improvement 5 11 4 3 3 — —
13th +5 — 5 11 4 3 3 1 —
14th +5 Lore Feature 6 12 4 3 3 1 —
15th +5 Patter Song 5 12 4 3 3 2 —
16th +5 Portent, Ability Score Improvement 5 13 4 3 3 2 —
17th +6 Ancestral Die(d12) 5 13 4 3 3 3 1
18th +6 — 5 14 4 3 3 3 1
19th +6 Ability Score Improvement 5 14 4 3 3 3 2
20th +6 Counter Melody 5 14 4 3 3 3 2
El ocuti ons
Famil iar Fabr ic
C ut f r om th e Same C l oth
A L ong Tapestr y
Patte r Song
L egends
L egends of th e Attu ned
Legends of the Guardian Shared History
The Legends of the Guardian champion the might and At 7th level, your knowledge of shared history grants you
strength of ancient warriors. An epic tale of a battalion insights into weaving your chant around a different focus.
succeeding in the face of impossible odds, or the quiet truths When you start a chant, you may choose to have your chant
of a rural healer stopping a plague in its tracks, these originate from an ally that you can see within 30 feet. The
guardians have empowered you with their knowledge. chant ends if you cannot see your target or they start their
Such deeds have taught you that no one is alone and in turn 30ft away from you. Once you use this feature, you can't
companionship there is victory. By channeling the Guardians, do so again until you finish a short or long rest.
you and your allies can weather any blow, resist any Undeniable History
misfortune, and come out on victorious. The powers to halt At 10th level, the weight of the past can be felt with each
death, turn away blows, and face death itself resonate in your word you chant. The inevitable effects of the past make your
chant. powers more difficult to resist, forcing targets of your
elocutions to roll their saves at disadvantage.
Uncut Thread
You have learned from the guardians of legend how best to Many Futures, One Past
defend your allies. At 3rd level, you learn the cantrip Spare Your connection with all ancestors manifests as a connection
the Dying cantrip, which doesn't count against your number with those around you. At 14th level, you gain the ability to
of cantrips known. cast Rary's Telepathic Bond without spending a spell slot.
You cannot use this feature again until you finish a long rest.
Ancient Bulwark
Your chant shields your allies, distorting the threads of the
weave to protect them from harm. At 7th level, allies within Portents
the aura of your chant gain temporary hit points equal to your
proficiency modifier plus your Wisdom modifier when a Continuing Thread
chant is started. These hit points are lost if the ally starts a Your familiarity with the past grants insights into maintaining
turn outside the aura and stack with other sources of other's futures. When using this portent, if the targets take a
temporary hit points and are lost after other sources are long rest in the next 8 hours, they can regain an additional
depleted. number of hit dice equal to your wisdom modifier, up to the
the creature's maximum.
Several Minds, One Story
Starting at 10th level, your story is everyone's story. By Past and Present
empowering those within your chant with your own fate, you By studying someone's personal story, you can tweak recent
can aid them to succeed where they would fail. Friendly events to happen differently. You gain knowledge of any spells
creatures within the aura of your chant can add your Wisdom affecting the creature. You also learn if the targets are
modifier to saving throws they make that the chanter is charmed, frightened, paralyzed, poisoned, or has another
proficient in. condition. If any of these effects can be ended by a saving
throw, you may then roll a Wisdom saving throw to end the
Arbiter effects of one ongoing effect on the creature. The save is
The legends of the past let you determine the future. At 14th rolled against the original DC.
level, you gain the ability to cast Circle of Power without
spending a spell slot. You cannot use this feature again until Unfrayed Future
you finish a long rest. By studying the threads of fate soon to be woven, you can
tighten them to prevent others from interfering with the
Legends of the Ancestor target's individual tale. The target of this portent gains
advantage on Intelligence, Wisdom, and Charisma saving
You know that there is no future without the past. That those throws until their next long rest. Only one creature can
who come now come from somewhere and that the Legends benefit from the effects of this portent at a time.
of the Ancestors are as eternal as the sands of time. The tales
of the first peoples and the earliest civilizations are Unravelled Tale
channeled in your chants. Just as you can tighten and read the threads of fate you can
To study the Ancestors is to know your origins, and in that throw them into disarray and muddle the story of the target
ancient wisdom comes understanding of all people. Your for a short time. The target of this portent makes a Wisdom
chant ties people together and honors that unified origin of saving throw. If they fail, the target rolls any Intelligence,
creation. Your knowledge brings the power of your Wisdom, or Charisma ability checks at disadvantage until
predecessors to bear with the inescapable truths of hte past. their next long rest. They cannot recall the source of this
effect. If they succeed, there is no effect.
The Past in the Present
At 3rd level, your ancestors make their presence known in
your chants, extending the radius of your chant by 5 feet.
A Bloody Battlefield
Scratch and Patch
Choose one creature within the aura of the chant. If that
creature deals damage before your next turn, it regains hit
points equal to the amount, up to your Wisdom modifier
(minimum 1).
Phalanx
Creatures adjacent to at least one creature friendly to them
gain +2 to AC.
Friendly Fire
Hostile creatures affected by the aura lose advantage or
disadvantage until the start of your next turn.
Unstable Ground
Hostile creatures affected by the aura of the chant makes
Athletics and Acrobatics checks at disadvantage.
Fatal Attraction
Attacks made by hostile creatures against creatures or
objects adjacent to you hit you instead.
Elocutions:
3 phrases: Hostile creatures within the aura of your
chant take piercing damage equal to your level.
5 phrases: Friendly creatures within the aura of the
chant may use their reaction to make an attack.