Tuesday, July 21, 2020

GLOG: The Chanter

This class is my take on the bard, I suppose, although it doesn't have too much in common with your more stereotypical D&D bard (a good thing, in my view). It's inspired by the Earthsea Cycle and the works of Tolkien. In fact, probably half of the spells are pretty much directly inspired by the Lay of Leithian, specifically Finrod's song-duel with Sauron as well as Luthien's magic. 

What is a Chanter? 

Chanters are the collective memory of a society. They remember the tales of yore (with only a touch of embellishment) and recite them as both inspiration and entertainment. The most skilled chanters can weave magic into the very fabric of their poetry, changing the world with a word.

Starting Equipment: A small harp or other portable instrument (bodhran, tambourine, pennywhistle, lyre), any weapon (3 javelins count as one weapon, ranged weapons come with 20 ammunition), and a small shield.

Skills: Poetry and 1d3: 1. History, 2. Religion, 3. Folklore

Poetry as a skill encompasses not just writing poetry but improvising it on the spot and performing it. Epic poems are typically performed with musical accompaniment, which you are also capable of providing.

Damage: 1d6

A: Spellcasting, Epics, +1 MD
B: +1 MD, +1 Spell, +1 Epic
C: +1 MD, +1 Spell, +1 Epic
D: +1 MD, +1 Spell, +1 Epic

Spellcasting: Your spells are you exerting your will directly on the world through the power of your voice. Most are Songs, which have effects over a duration, but you also have some Words, which take place instantaneously. You can only maintain one Song at a time, but you can weave a Word into a Song to cast it while still maintaining the Song. All your spells must be heard by the target to be effective. You know two spells from the first six on the list, and gain one more at each further template of Chanter (from the first 8 at B, first 10 at C, and all 12 at D). Your spells can cause Mishaps, but you are not Doomed as a Mage or Witch is.

Epics: You can perform epic poems laced with magic. You can perform these special Epics as many times in a day as you have templates in this class, and your party cannot benefit from any one Epic more than once a day. They take an hour to perform and do not cost any MD to perform at base strength, but you can use MD to enhance their effects. You know two Epics, and gain one more at each further template of Chanter. You are encouraged but not required to come up with the name and general story of the epic you're reciting.

Cantrip: If you perform a suitably cutting and insulting poem to the person it insults, they must Save vs Magic or break out in boils on their face. Creating a poem this insulting requires either a DC 16 Poetry roll or writing the poem yourself.

Spells: 
1. Song of Slaying
2. Song of Staying
3. Song of Charming
4. Song of Restoration
5. Song of Protection
6. Song of Slumber
7. Word of Beauty
8. Song of Freedom
9. Word of Pain
10. Song of Strength
11. Word of Death
12. Song of Whelming

Mishaps:
1. Take 1d6 damage.
2. Take +1 damage from all sources for the next hour.
3. Fall unconscious for 1d4 rounds.
4. Shatter all easily breakable objects within 30 feet.
5. Lose your voice for 1d4 days.
6. Every creature within 50 feet must Save or be deafened for 1d8 minutes, you included.

Epics:
1. Epic of Hope
2. Epic of Endurance
3. Epic of Glory
4. Epic of Noble Sacrifice
5. Epic of Trickery
6. Epic of Magic

Spells

Song of Charming
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[sum] people in range must Save vs Magic or regard you with admiration and respect for the duration. They will not take hostile action against you while charmed.

Song of Freedom
Casting Time: 1 action
Duration: [dice] rounds
Range: Self
For the duration, physical bonds cannot hold you, magical bonds or mind-altering effects have a 4-in-6 chance of not affecting you, and previously locked objects have a 3-in-6 chance of opening to your touch.

Song of Protection
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range have +2 AC and +1 to all Saves against physical harm.

Song of Restoration
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range gain 1d4 hitpoints every minute and, if affected by a harmful condition, may make an additional Save against that effect every minute.

Song of Slaying
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, you have +1 to-hit, +1 damage, +1 AC, and proficiency in wrestling if you did not already have it. You cannot do anything other than slay your foes, but you may cooperate with your allies towards that goal. If one of your allies damages you or interferes with your slaying, they are now a foe.

Song of Slumber
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[dice] creatures in range must Save vs Magic or fall asleep for the duration. They will awake if any hostile action is taken against them, or if they are touched. If you simultaneously perform a dance, the targets have disadvantage on the Save.

Song of Staying
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range have +[sum] to all Saves and cannot fall unconscious or be incapacitated in any way.

Song of Strength
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, you have +[sum] to all Strength and Constitution checks you make, as well as +1d4 damage on melee attacks.

Song of Whelming
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
You attempt to subject a creature within range to your force of will. They are incapacitated for the duration, although they can still talk or sing. They Save vs Magic each round, and are able to act as normal that round on a success. If they succeed [sum] saves, they break free of the spell. If they fail 5 saves, they fall unconscious.

Word of Beauty
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
For the duration, a creature within range is supernaturally attractive and charming, no matter their condition (injured, unkempt, exhausted, ill-tempered, none of it matters). Creatures who wish to attack you must Save vs Magic. On a success, they have +2 to-hit because you're busy being beautiful, but on a failure they cannot harm you. You have a [dice] bonus to reaction rolls.

Word of Death
Casting Time: 1 action
Duration: 0
Range: 60'
A creature within range who has no more HD than [dice] must Save vs Magic or die.

Word of Pain
Casting Time: 1 action
Duration: [dice] * 3 rounds
Range: 60'
A creature within range who has no more HD than [dice] * 2 must Save vs Magic or become wracked with agony. For the duration, they have -2 on all rolls and must Save vs Pain each round or be unable to act.


Epics

Epic of Endurance
Everyone you perform to is reinvigorated and regains 1d8 hitpoints. If you invest MD, they also gain [sum] hitpoints.

Epic of Glory
Everyone you perform to is encouraged to glorious feats and gains +2 to improbable but heroic actions for the next 4 hours. Hirelings also gain +1 morale for the next 4 hours. Investing MD gives +[dice] to both bonuses.

Epic of Hope
Everyone you perform to is heartened and gains +1 Save for the next 4 hours. Hirelings also gain +1 morale for the next 4 hours. Investing MD gives +[sum] / 2 to Save.

Epic of Magic
Every caster you perform to feels a resurgence of magic and rolls one of their depleted MD, regaining it on a 5 or 6. If you invest MD, they can reroll an additional [dice] depleted MD.

Epic of Noble Sacrifice
Everyone you perform to is inspired to heroic sacrifices and gains +2 Save vs Fear for the next 4 hours, as well as gaining +1 to-hit, +1 damage, and +1 AC when below 5 hitpoints for the same duration. Hirelings also gain +1 morale for the next 4 hours. Investing MD gives +[dice] to the morale and Save bonuses.

Epic of Trickery
Everyone you perform to is stimulated to imagine feats of cleverness and imagination, gaining +3 to all rolls involving a clever and tricksy plan.

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