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C hanter

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

Quick Build Equipment


You can make a chanter quickly by following these You start with the following equipment, in addition to the
suggestions. First, put your highest ability score in Wisdom, equipment granted by your background:
followed by Constitution. Second, choose the Sage any simple weapon
background. Third, choose the cantrips Blade Ward, Fire Bolt, Leather armor
and Word of Radiance. Last, take Raw Fabric and The (a) an explorer's pack or (b) a scholar's pack
Onward Thread for your phrases. (a) five javelins or (b) any simple melee weapon
an arcane focus
Class Features 2d4 x 10 gp
As a chanter, you gain the following class features. Oral Rites
Hit Points Your connection with the past channels through the stories
Hit Dice: 1d8 per chanter level you tell, reshaping the Weave to resonate with your voice.
Hit Points at 1st Level: 8 + your Constitution modifier This connection ebbs and flows as you channel it in various
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution ways. This power is represented by your Ancestral Talent die,
modifier per chanter level after 1st the starting size of which is a d6.
You can use your action to start chanting an epic. Roll your
Proficiencies Ancestral Talent die and choose a phrase that you know to
Armor: Light armor, medium armor start with. As long as you have an Ancestral Talent die
Weapons: Simple weapons remaining you may continue to chant by rolling it, choosing a
Tools: Herbalism kit new phrase each time. Each phrase generates magical effects
Saving Throws: Wisdom, Charisma within a 15 foot radius aura centered on the chanter. A chant
Skills: Choose two from History, Performance, Arcana, can be continued as an action after it has been started and
Investigation, Medicine, and Religion continuing a chant requires concentration as if you were
concentrating on a spell.

2 PART 2 | CLASS FEATURES


Changing the Die's size If you roll the highest number on Spellcasting Ability
your Ancestral Talent die, it decreases by one die size after Wisdom is your spellcasting ability for your chanter spells,
the roll. This represents you taxing your connection to the since the power of your magic relies on your connection to
past. For example, if the die is a d6 and you roll a 6, it the ancestral past. You use your Wisdom whenever a spell
becomes a d4. If it’s a d4 and you roll a 4, it becomes refers to your spellcasting ability. In addition, you use your
unusable until you finish a long rest. Wisdom modifier when setting the saving throw DC for a
Conversely, if you roll a 1 on your Ancestral Talent die, it chanter spell you cast and when making an attack roll with
increases by one die size after the roll, up to its starting size. one.
This represents you strengthening your connection to the
past. For example, if you roll a 1 on a d4, the die then
becomes a d6. Whenever you finish a long rest, your Spell Save DC = 8 + your proficiency bonus + your
Ancestral Talent die resets to its starting size. When you Wisdom modifier
reach certain levels in this class, the starting size of your
Ancestral Talent die increases: at 5th level (d8), 11th level Spell attack modifier= your proficiency bonus +
(d10), and 17th level (d12). your Wisdom modifier
Encore As a bonus action, you can refocus your mind for a
moment and restore your Ancestral Talent die to its starting
size. You then can’t use Encore again until you finish a long
rest.
You start by knowing two phrases of your choice. After that, Ritual Casting
every odd level you may learn a new phrase from those You can cast a chanter spell as a ritual if that spell has the
available. Additionally, you may learn phrases from other ritual tag and you know the spell.
sources, such as chanters or the Weave itself by spending a
short rest doing nothing but learning the phrase from any Spellcasting Focus
source. You do not gain the effects of that short rest. You can use an arcane focus (found in chapter 5 of the PHB)
as a spellcasting focus for your chanter spells.
Spellcasting
Your connection to your ancestors and the past allows you Chanting
access to powerful spells. See chapter 10 of the PHB for For each round it is continued after the first a chant
general rules of spellcasting and the end of this document for generates phrases. While in combat, a chant can be ended by
the chanter spell list. consuming the stored power and casting a spell of equivalent
level to the number of phrases chanted. This can be done on
Cantrips your turn as an action. This spell doesn't consume a spell
You know three cantrips of your choice from the chanter spell slot but does reduce the size of your Talent Die.
list. You learn additional chanter cantrips of your choice at For example, if you start a chant with a d6 Talent die, then
higher levels, as shown in the Cantrips Known column of the chant for the second and third rounds, rolling a 4 and a 3
Chanter table. respectively on the die to maintain the chant, you may use
your action to end the chant and cast a spell using a 2nd-level
Spell Slots spell slot.
At 2nd level, your skill to manipulate the Weave with your
chants strengthens. The Chanter table shows how many spell Loremaster
slots you have to cast your spells of 1st-level and higher. To
cast one of these spells, you must expend a slot of the spell's At 3rd level, your study of epics focuses on lore of a specific
level or higher. You regain all expended spell slots when you genre. Choose a genre of Legends to follow from the Attuned,
finish a long rest. Guardian, and Ancestor archetypes detailed at the end of
class descriptions.
Spells Known Your choice will grant you features at 3rd, 7th, 10th, and
At 2nd level, you know 3 1st-level spells of your choice from 14th levels.
the chanter spell list. The Spells known column of the
Chanter table shows when you learn more chanter spells of Ability Score Improvement
your choice. Each of these spells must be of a level for which When you reach 4th level, and again at 8th, 12th, 16th, and
you have spell slots. For instance, when you reach 5th level in 19th level, you can increase one ability score of your choice
this class, you can learn one new spell of 1st or 2nd level. by 2, or you can increase two ability scores of your choice by
Additionally, when you gain a level in this class, you may 1. As normal, you can't increase an ability score above 20
choose one of the chanter spells you know and replace it with using this feature.
another spell from the chanter spell list, which also must be
of a level for which you have spell slots.
Portent
Starting at 6th level, you gains the ability to manipulate your
targets' futures to a minor degree. Once per long rest you
may portend the future of a number of creatures you can see
within 60 feet equal to your Wisdom modifier (minimum 1).

PART 3 | CLASS FEATURES 3


Str ong T hr eads

El ocuti ons
Famil iar Fabr ic

C ut f r om th e Same C l oth

Distr acti ng C hant

A L ong Tapestr y

Patte r Song

C ounte r Mel ody

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.

PART 5 | CLASS FEATURES 5


Epics The Wildstrider
Thorny Wilds
Chants are composed of phrases to make up epics. You may Any creature that uses its action or bonus action to dash
learn any phrase from any epic and may recite phrases in any through the aura of the chant takes piercing damage equal to
order, though elocutions only manifest after consecutive your Wisdom modifier.
phrases from the same epic are chanted.
The effects of a phrase last until the start of your next turn All Roads Lead to Home
unless otherwise specified. Friendly creatures that end their movement within 5 feet of
the aura of the chant may choose to end their movement in
The Unraveling the nearest square within the radius.
Primordial Fabric
If a spell would deal damage to a creature within the aura, Unbeaten Path
that spell's damage type is determined at random. Roll 1d10 Hostile creatures attempting to enter or leave the aura of the
to determine the type according to the table below. chant must spend an additional 5 feet of movement to do so.
Roll Type The Well-Worn Trail
0 Acid Difficult terrain within the aura can be moved through as
though it were normal terrain by creatures friendly to you.
1 Fire
2 Thunder Hostile Territory
Choose one creature within the aura of the chant. Thorny
3 Lightning vines wrap around their feet, dealing piercing damage equal
4 Force to your Wisdom modifier + chanter level piercing damage if
5 Radiant they move from that square.
6 Necrotic
Elocutions:
7 Cold
3 phrases: Friendly creatures within the aura of the
8 Poison chant gain the ability to take a Dash as a bonus
action on their next turn.
9 Psychic
5 phrases: You may cast the spell Scatter without
expending a spell slot using your action this turn.
Raw Fabric
Spells dealing damage to creatures within the aura of the
chant deal an additional 2 psychic damage per spell level.
The Wild Weave
Choose a creature within the aura of the chant. That creature The Everweaving Thread
must succeed on a Wisdom saving throw against your A Clear Path
spellcasting DC or make spell attacks at disadvantage. Creatures within the aura of the chant aura can see you and
all creatures adjacent to you as though they were illuminated
Sokka's Lament by bright light, even in magical darkness. Lasts until the
Choose a creature within the aura of the chant. That creature chant ends.
must succeed on a Wisdom saving throw against your
spellcasting DC or make saving throws against magical Indefatigable
effects at disadvantage. Choose a creature within the aura of the chant. If that
creature is suffering disadvantage on ability checks, it may
Indiscriminate Chaos roll its ability checks normally until the start of your next
Choose a creature within the aura of the chant. That creature turn.
must succeed on a Wisdom saving throw against your
spellcasting DC or roll on the Sorcerer's Wild Magic table for Vibrant Life
bonus effects if it casts a spell. When a friendly creature in the chant's aura regains hit
points, it regains additional hit points equal to your
proficiency bonus.
Elocutions:
3 phrases: Until the chant ends, any time a spell is The Onward Thread
cast within the aura, the caster must make a saving Attacks against you are made at disadvantage.
throw using their spellcasting ability against your
spellcasting DC. If they fail, they take psychic Resilient Body
damage equal to their spellcasting ability modifier. Choose a creature within the aura of the chant. That creature
5 phrases: If a spellcaster fails the spellcasting
check to resist the first elocution, their spell fails in
makes saving throws at advantage.
addition to taking damage. This lasts until the
chant ends.

6 PART 6 | CLASS FEATURES


Elocutions:
3 phrases: A target creature within the aura gains
temporary hit points equal to your Wisdom
modifier. These hit points last until the creature
leaves the aura or the chant ends.
5 phrases: Until your chant ends, you may cast
Shield once using your reaction without expending
a spell slot. The spell affects each creature within
the aura of your chant.

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.

PART 7 | CLASS FEATURES 7


Chanter Spell List
Cantrips (0 Level) 2nd Level Call Lightning Locate Creature
Blade Ward Agnazzar's Scorcher Catnap Mordenkainen's Faithful
Druidcraft Aid Clairvoyance Hound
Fire Bolt Animal Messenger Conjure Barrage Otiluke's Resilient Sphere
Infestation Augury Create Food and Water Shadow of Moil
Magic Stone Barkskin Crusader's Mantle Sickening Radiance
Minor Illusion Beast Sense Daylight Stoneskin
Sacred Flame Calm Emotions Dispel Magic Storm Sphere
Shape Water Continual Flame Enemies Abound Wall of Fire
Thorn Whip Crown of Madness Erupting Earth Watery Sphere
Thunderclap Detect Thoughts Feign Death
Word of Radiance Enhance Ability Glyph of Warding 5th Level
Enlarge/Reduce Leomund's Tiny Hut Antilife Shell
1st Level Enthrall Magic Circle Awaken
Absorb Elements Flame Blade Mass Healing Word Bigby's Hand
Animal Friendship Gentle Repose Meld into Stone Circle of Power
Armor of Agathys Healing Spirit Nondetection Cloudkill
Bane Hold Person Plant Growth Commune
Burning Hands Locate Animals or Plants Revivify Commune with Nature
Ceremony Locate Object Speak with Dead Cone of Cold
Chaos Bolt Magic Mouth Speak with Plants Contact Other Plane
Color Spray Maximilian's Earthen Grasp Spirit Guardians Contagion
Comprehend Languages Moonbeam Wall of Water Control Winds
Cure Wounds Nystul's Magic Aura Water Breathing Creation
Detect Magic Prayer of Healing Water Walk Danse Macabre
Detect Poison and Disease Protection from Poison Wind Wall Destructive Wave
Earth Tremor Pyrotechnics Dispel Evil and Good
Fog Cloud Scorching Ray 4th Level Far Step
Hail of Thorns See Invisibility Arcane Eye Flame Strike
Healing Word Shatter Aura of Life Greater Restoration
Hellish Rebuke Silence Aura of Purity Hallow
Heroism Skywrite Banishment Immolation
Identify Snilloc's Snowball Swarm Blight Legend Lore
Illusory Script Spike Growth Compulsion Maelstrom
Inflict Wounds Spiritual Weapon Confusion Modify Memory
Mage Armor Suggestion Control Water Planar Binding
Protection from Evil and Warding Bond Death Ward Rary's Telepathic Bond
Good Warding Wind Divination Reincarnate
Sanctuary Zone of Truth Elemental Bane Scrying
Searing Smite Evard's Black Tentacles Skill Empowerment
Shield of Faith 3rd Level Fire Shield Synaptic Static
Snare Animate Dead Freedom of Movement Teleportation Circle
Speak with Animals Aura of Vitality Giant Insect Wall of Force
Thunderwave Beacon of Hope Grasping Vine Wrath of Nature
Witch Bolt Bestow Curse Guardian of Faith
Guardian of Nature

8 PART 8 | SPELL LIST

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