Martial Archetype - Chanter

The power of words can inspire friends and demoralise foes, and few know this better than the Chanters. Utilising mystic chants, the Chanter weaves sword and song together to aid their allies to victory. Chanters of exceptional strength can learn to disrupt spells, push their allies beyond their normal limits, and even call back the dead from the beyond.

Chants

When you take up this archetype at 3rd level you learn how to use Chants, special words of power that resonate with the frequency of reality. At 3rd, 6th, 9th, 12th, and 15th levels you learn a number of Chants. You can choose to sing up to two chants in place of one attack on your turn. Chants affect all creatures you choose who can hear you. The effects of a Chant last until the start of your next turn. Silence or other sound disruption affects can prevent you from using your Chant.

At 5th, 11th, and 17th levels you add another chant to your song, totalling at 5 separate Chants in place of one of your attacks.

Performer

When you take up this archetype at 3rd level you gain proficiency in the Performance skill. If you already had this, you instead gain proficiency in one other Fighter skill of your choice. In addition, you can attune to any magical items that require the Bard class, even without having any Bard class levels.

Swift Word

Once you reach 7th level you can unleash a chanted word at a single target as a bonus action. Instead of affecting all creatures who can hear you, it instead takes effect solely on that target.

Overwhelming Word

At 10th level when another creature that you can hear casts a spell with a verbal component, you can use your reaction to speak an Overwhelming Word. If the spell level is equal to or lower than your proficiency bonus, it is instantly negated. If the spell level is higher, you must succeed on a DC10+Spell level charisma ability check to negate it successfully.

Overwhelming Word can be used once, refreshing on a short rest.

Universal Voice

From 10th level the power of your voice allows you to touch the minds of others. You learn how to speak (but not read or write) a language simply by exchanging a few words with a speaker.

Word of Release

At 15th level you learn a word that allows individuals to push past their own limitations. As an action you can speak a word of speed to one ally who can hear you. They can then use their Reaction to take one Action of their own.

This feature can be used once, refreshing on a short rest.

Grand Chant

When you reach 18th level you learn how to utilise Grand Chants. Upon completion of a long rest you can choose one from the list below, which you can use once as an action on your turn. You must complete a long rest before being able to use your Grand Chant again.


Light of Dawn: This hymn brings hope to those lost. Any dead creatures within a 30' radius that you choose return to life at half their maximum hit points, so long as they have not been dead more than 10 days. This does not restore missing body parts but does cure all non-magical poisons and diseases that might be in their systems.


Great Gale: Your voice heralds a great wind. You can cast the Whirlwind spell without any material components. So precise is your control that you can choose to exclude any creatures from its effects when you summon the winds in this way. It also does not require Concentration, but does end instantly if either you or the Tornado enters an area of Silence.


Hero's Call: This mournful dirge allows you to summon forth the spirit of a long dead hero to fight on your behalf. This spirit uses the statistics of the Death Knight creature (MM). It acts on its own initiative and can be commanded verbally at no action. If you do not command it, it acts in what it judges to be your best interest. Once the spirit is reduced to 0 hit points or one minute elapses the spirit collapses to dust.

Chants

3rd Level Chants


Bold Hearted Champions: Affected creatures gain a bonus to their Strength and Constitition saving throws equal to your Charisma modifier.


Swift as a Beast of the Steppe: Affected creatures movement speeds are increased by 5' for each point of your charisma modifier.


Heralding Death, These Mournful Words: Once per turn an affected creature adds your charisma modifier to a weapon damage roll. If the attacked creature has temporary hit points, this damage bonus is doubled.


Soft Steel, Subdued Spears: Affected creatures reduce damage from slashing and piercing damage by an amount equal to your charisma modifier.


Clouded Mind and Sodden Tongue: Affected creatures receive a penalty to Concentration saving throws equal to your charisma modifier.

6th Level Chants


Screaming Harbinger: Affected creatures have a penalty to saving throws against Frightened effects equal to your charisma modifier.


Hope of the Saint: Affected creatures have a bonus to saving throws against Frightened effects equal to your charisma modifier.


Boreal Footfalls Heralding Season's Change: Affected creatures leave a trail of icy ground in their wake. Any creatures that step onto the ice must succeed on a dexterity saving throw (DC8+Proficiency bonus+your charisma modifier) or slip and fall prone. A creature can move at half speed to automatically succeed on the saving throw. The ice lasts for one minute before melting.


Sun Shaded By Arrow's Flight: Affected creatures may make an additional attack with a ranged weapon on their turn with a bonus action. They do not apply their proficiency bonus or ability modifier to the attack or damage rolls, unless negative.


Leaping Fox Evading Snares: Affected creatures gain a bonus to dexterity ability checks equal to your charisma modifier. In addition, if they provoke an Opportunity Attack the attacking creature has Disadvantage.

9th Level Chants


Fire of Myth, Scorching Heaven: Affected creatures deal an additional 1d4 fire damage on all weapon attacks.


Sealegs on the Deck: Affected creatures gain advantage on Concentration saving throws. They also cannot be forcibly shoved or knocked prone.


Thrashing Dragon Roaring for Destruction: Affected creatures take magical slashing and fire damage equal to half your charisma modifier, rounded up.


A Knight Shields the Queen: Affected creatures gain AC equal to half your charisma modifier.


Memory of Ancient Spring: Affected creatures who are below half health regain hit points equal to your charisma modifier.

12th Level Chants


Courage that Steels the Soul: Affected creatures gain temporary hit points equal to your charisma modifier. These last for 1 minute.


Thirst for Blood, Hunger for Victory: On a successful weapon attack, affected creatures regain hit points equal to one quarter of the damage dealt (rounded down). This Chant only works while engaged in battle, or else the spirit of the bloodthirst fails to take hold.


The Vampire's Curse, Dispelled: Affected creatures gain a bonus to wisdom saving throws equal to your charisma modifier. In addition, they have advantage on saving throws against being Charmed.


Arcane Winds Heralding Power: When an affected creature casts a spell, the spell is treated as being one spell slot higher than the one used, so long as the higher level spell slot is one that the caster already has.

15th Level Chants


Deathrattle of a Fallen Beast: At the end of a short rest choose a creature type. Affected creatures gain a bonus to attack and damage rolls against that creature type equal to half your Charisma modifier, rounded up.


Tears of Ice Rain on your Cheeks: Affected creatures take Cold damage equal to your Charisma Modifier.


No Evil May Reside in the Sun: Affected creatures which take radiant damage add twice your charisma modifier to the damage roll. In addition, your voice calls sunlight in a 20' radius, 500' tall cylinder down upon you.