War Chanter
Being the opening act in a concert was
like a dream come true for Evie,
though she lamented that she was here
for a job. The crowd’s cheering all but
drowned out conscious thought for a
moment and Evie could feel herself being
pulled in by the applause and adoration. Her performance already long underway, she scanned the crowd, found her target, and with one deadly note, the job was finished.
They said there was magic in a good performance, and for Liri, that meant taking on whatever role was assigned to her. With but a thought she could become whoever she wanted to be. All those years of rehearsing really paid off. Who would've thought stage acting could be so practical?
Benny really hated music. Every day it was study, rehearse, study, rehearse. Before he knew it, his voice and body had become weapons of war, hidden in plain sight. Benny really hated music, but even more he hated that he was so good at it.
Though gifted in the performing arts, War Chanters are very utilitarian with their talents, performing more by rote, than passion. They don't seek praise or riches, but instead wield their power as a weapon, just as sharp as their swords. This isn't to say they don't enjoy it, but like any good
soldier, feelings don't matter. Only results.
Battlefield Music
When most people speak of magic, they often imagine exploding fireballs, or lightning shooting from their
fingertips. War Chanters, however, walk to a different beat. Weapon in hand, they stand side by side their allies attacking both near and far with both unbridled strength and a
pulsing ballad. Allies who hear their chant are roused to
fight that much harder, which for a War Chanter, is music to their ears.
War Chanter Training
War Chanters hail from all walks of life, but one and all, are trained from a young age for the battlefield. These schools serve a dual role in giving these young individuals a shot at a future. Once they complete their curriculum, they are awarded a certificate in the performing arts, and can freely choose to graduate and go on to live a productive life. However, the most promising among them are also given an offer to learn the other side of the chant.
For those that decide to stay, they are retaught everything from the ground up, learning how to weave magic into their words, while simultaneously learning combat tactics and marrying the two disciplines into a singular discipline that transforms their performing talents into a martial display of savage grace.



War Chanter
| Level | Proficiency Bonus | Features | Cantrips Known | Rubato |
|---|---|---|---|---|
| 1st | +2 | War Chant (3/day), Rubato | 3 | 3 |
| 2nd | +2 | Extemporization (minor) | 3 | 5 |
| 3rd | +2 | Chanter's Calling | 3 | 7 |
| 4th | +2 | Ability Score Improvement | 4 | 9 |
| 5th | +3 | Echolocation, War Chanter Feature | 4 | 11 |
| 6th | +3 | Extemporization (moderate) | 4 | 11 |
| 7th | +3 | Tonal Shift, War Chant (4/day) | 4 | 13 |
| 8th | +3 | Ability Score Improvement | 4 | 15 |
| 9th | +4 | High Note | 5 | 17 |
| 10th | +4 | War Chanter Feature | 5 | 19 |
| 11th | +4 | Extemporization (major), Improvisation | 5 | 21 |
| 12th | +4 | Ability Score Improvement | 5 | 21 |
| 13th | +5 | War Chant (5/day), War Chanter Feature | 5 | 23 |
| 14th | +5 | Critical Crescendo | 6 | 25 |
| 15th | +5 | War Stories | 6 | 27 |
| 16th | +5 | Ability Score Improvement | 6 | 29 |
| 17th | +6 | War Chanter Feature | 6 | 31 |
| 18th | +6 | Calling In A Favor, War Chant (6/day) | 6 | 31 |
| 19th | +6 | Ability Score Improvement | 7 | 33 |
| 20th | +6 | Encore, War Chant (unlimited) | 7 | 35 |
Those who take up the calling of War Chanter are no less passionate about the performing arts, but are also consumate soldiers, bred for war.
Creating a War Chanter
When creating a War Chanter, consider what makes for a great entertainer. Are you a singer? A poet? Do you revel in the adoration of fans, or behind a pen, cuddled up next to a book? Do you study long hours or make it up on the spot?
Whatever your motivation, War Chanters excel at supporting their allies with motivating music, both from near and far. words are a weapon, and they will not be silenced.
Quick Build
You can make a War Chanter quickly by following these suggestions. First make Charisma your highest ability score, followed by either Dexterity or Constitution. Lastly choose Soldier, Entertainer, or Gambler.
Class Features
As a War Chanter, you gain the following class features:
Hit Points
- Hit Dice: 1d10 per War Chanter level.
- Hit Points at 1st Level: 10 + Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per War Chanter level after 1st.
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Axe, great axe, hand crossbow, longbow, longsword, maul, short sword, shortbow, spear, and rapier
- Tools: Disguise Kit, forgery kit, or any instrument
- Saving Throws: Wisdom, Charisma
- Skills: Choose any two.
Equipment
You start with the following equipment, in addition to anything provided by your background:
- (a) axe or (b) shortbow
- (a) leather armor or (b) hide armor
- (a) a guitar or (b) a flute
Alternatively, you can ignore the equipment here and in your background and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.
War Chant
War Chanters are renowned on the battlefield for their ability to rouse their allies to pull off incredible feats, which has inspired their name. As a bonus action, you can begin a war chant, cycling between 5 chants at your disposal described below.
While performing a war chant you are able to pull off a number of class features. Chief of which is the rubato described below. In addition, you can change your chant as the situation calls, once per round, as a bonus action, which affects you and every ally who can hear you in a range of 60 feet.
Your war chant lasts for 1 minute, until you end it, or are incapacitated. You can perform 3 war chants a day, which improves to 5 at level 7, 6 at level 13, 7 at level 18, and finally it becomes infinite at level 20.
- War Chant of the Bulwark: all allies gain a +1 bonus to AC. This bonus increases to +2 at level 11.

- War Chant of Endurance: each round, you and your allies gain a number of temporary hit points equal to your Constitution modifier (minimum 1) at the start of your turn. This increases to your Constitution modifier (minimum 1) + your Proficiency Bonus at level 11.
- War Chant of Slaughter: whenever you or an ally scores a critical hit, they deal additional damage equal to your Charisma modifier. When you reach level 11, you and your allies can score a critical hit on a roll of 19 or 20.
- War Chant of the Slayer: all allies gain a +1 bonus to hit. This bonus increases to +2 at level 11.
- War Chant of Swiftness: all allies gain a +10 bonus to move speed and are unhindered by rough terrain. At level 11, this bonus increases to +20 to move speed.
Rubato
With extensive training you've become adept at adding your personal flair to a performance at a moment's notice. While war chant is active, you can use a rubato to change the flow of battle. Whenever you use the Attack action to make a weapon attack, you can use a bonus action to cast any Cantrip that you know with a verbal component as a rubato. Any Cantrip cast in this way neither has Disadvantage on ranged attacks cast in melee nor do you require material or somatic components. In addition, a rubato can be used to perform certain class features described below.
Cantrips
You know any three non-druid Cantrips of your choice that have a verbal component from the conjuration, enchantment, evocation, or illusion schools. You learn additional War Chanter Cantrips at higher levels, as shown in the Cantrips Known column of the War Chanter table.
Rubato
The War Chanter Table shows how much rubato you have available to you each day. This amount increases as you gain levels in this class to a maximum of 35. You regain all expended rubato once you finish a long rest.
Spellcasting Ability
Charisma is your spellcasting ability for your War Chanter spells. Your magic is fueled by years of devotion and training to mold your performances into a weapon as sharp as any sword. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier and proficiency bonus when setting the spell save DC for a War Chanter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell Attack modifier = your proficiency bonus + your Charisma modifier.
Extemporization
A War Chanter’s voice is a powerful weapon. Starting at 2nd level, whenever you perform a rubato you can perform a minor extemporization (described below). At 6th level they can perform a moderate extemporization, and perform a major at 11th level.
Minor:
For 1 rubato, you can perform the following:
- Add one add additional die of damage to the Cantrip.
- Increase a ranged Cantrip by 30 feet.
- Gain a +1 to spell attack rolls.
Moderate
For 2 rubatos, you can perform the following::
- Any elemental Cantrip that you cast ignores elemental resistance.
- Ranged Cantrips ignore three-quarters cover.
- You have advantage on Cantrips with a range of touch.
Major
For 3 rubatos, you can perform the following:
- Increase all damage die by 1 step
- Raise the spell DC by +3.
Chanter's Calling
At 3rd level, you choose a calling that personifies your ideal self as a stage personality. Depending on your choice, you'll gain an additional War Chant and a new Extemporization, along with a chorus of new abilities.
Your path grants you additional abilities at 3rd, 6th, 10th, 13th and 17th level.
Ability Score Improvement
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.
Echolocation
Beginning at 5th level, you gain the supernatural ability to locate objects and creatures with your voice. As an action, you can spend 1 rubato to emit a sound in a 60-foot radius. Any objects or creatures, even if they are invisible, within the radius appears highlighted to you as if you had darkvision. If that creature is a known enemy they are highlighted in red. All affected objects and creatures remain highlighted for 30 seconds before the ability fades.
This ability can be used even if you are
currently blinded.

Tonal Shift
A War Chanter's performance was created to rouse their allies in times of need. At 7th level, allies under your war chant gain new benefits from your constant vigil. Using a rubato, the War Chanter can use their reaction to perform one of the following feats:
- An ally can add your Charisma modifier to their next damage roll.
- You increase the spell DC of an ally's
next spell by +1. - An ally can add your Charisma modifier to their next healing spell.
- When an ally is hit by an attack, they have resistance against the damage.
High Note
At 9th level, when a War Chanter would be denied their voice, they can expend a use of their war chant to attempt to break the effect. On a success, the spell is suppressed for 1 minute or until the War Chanter leaves the affected space.
Improvisation
Starting at 11th level, whenever you use your action to take the spell attack action, you can use your rubato to cast another cantrip as a bonus action
This ability can be used once per short or long rest.
Critical Crescendo
At 14th level, whenever you or an ally under the effects of your war chant scores a critical hit, they can immediately make one additional attack or cast a Cantrip.
War Stories
Once per day, at 15th level, you can tell a rousing tale from battles of old and new that takes 10 minutes. Prepared meals from any ally within 60 feet of you becomes a heroes feast as per the spell.
Calling In a Favor
Beginning at 18th level, your renown has grown to the point that you've gained the attention of some powerful entities. Once per day, you can call forth aid to your cause as per the planar ally spell. This ally is friendly to you, and you have advantage on persuasion (Charisma) checks to negotiate their price.
Encore
When you reach 20th level, the War Chanter's performances becomes the stuff of legends. You can perform your war chant an unlimited number of times per day, and use your 17th level subclass ability 2 times per day instead of once.
Multiclassing
Prerequisites: To qualify for multiclassing as a War Chanter, you must meet the following requirements: Charisma 13.
Proficiencies gained: Performance








Chanter's Calling
All War Chanters are avid performers. Whether in front or behind the stage, they love the show, and have a background in some aspect. They've since turned that background into the heart of their performance and translated it into a deadly display of magic and martial prowess. This calling becomes the cornerstone of their power for the rest of their career.
Archimousikós (Conductor)
A Conductor is one who actively directs the flow of battle. They take the lead, employing style and know-how to deal with their enemies. Their ability to assess and direct their allies in the heat of battle has earned them the respect of friend and foe alike.
- War Chant of Coordination: whenever you or an ally hits with a weapon attack, the next weapon attack against that creature has advantage until the start of your next turn.
- Extemporization: minor, gain a +2 bonus to AC until the start of your next turn.
Percussion
Beginning at 3rd level, once per turn, an ally under your war chant who makes a melee weapon attack can add 1d6 to their damage. This damage increases to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 17th level.
Brass
At 5th level, once per turn, spells cast by a spell caster under your war chant ignores elemental resistance.
Strings
Starting at 10th level, once per turn, whenever an ally under your war chant makes a ranged weapon attack, on a hit, they can immediately make another ranged attack.
Woodwinds
At 13th level, once per turn, whenever an ally under your war chant takes damage, they can use their reaction to gain resistance to that attack until the start of their next turn.
This ability can be used a number of times a day equal to your Charisma modifier.
Big Show
When you reach 17th level, as an action, you begin the Big Show with a Major Illusion. Big Show replaces your war chant demanding you stay in place. While active, so long as you do not move for one round, you gain resistance to all damage. While standing in place, you can use your action to give an ally an extra action. You can use your bonus action to give an ally a weapon attack, and use your move action to allow an ally to move in your stead. Any creature that takes damage while this ability is active is struck with Ictus and the triggering attack gives that ally a +2 bonus to AC until the start of their next turn.
Once this feature is used, it can't be used again until after a long rest.
Choréftria (Dancer)
Dancers have mesmerized audiences for generations. With their rhythmic steps, and sometimes hypnotic movements,and experienced dancer can captivate friend and foe alike.
- War Chant of Rhythm: allies add your Charisma modifier on Acrobatics and Athletics checks.
- Extemporization: minor, a creature hit by a rubato has disadvantage on all attack rolls that don't involve you as the target.
Elemental Freestyle
At 3rd level, you imbue your weapon with
one of the following magical properties:
acid, cold, fire, lightning, or thunder. Damage
dealt by your weapon now deals damage matching
your elemental type. At 5th level, you add 1d6 to the
elemental damage. This bonus damage increases to
2d6 at 10th level, and 3d6 at 16th level. You can
change the elemental property of the weapon as
a bonus action.
Dervish
You are a blur of motion and deadly
agility. At 5th level, so long as you move at
least 10 feet when you take the attack action,
you can make an extra melee weapon attack,
or ranged weapon attack as long as you are
within 10 feet of a creature that you can see.
Dance Step
Beginning at 10th level, so long as
you move at least 10 feet, whenever
you hit with a weapon attack or a
rubato that requires an attack roll,
you deal an additional 1d6 damage.
Or you can use your rubato
to produce one of the following
spells using the appropriate
action, Misty Step (1 rubato),
Far Step (2 rubatos), or
Thunder Step* (3 rubatos).
You must take a short or
long rest before you can
use each step again.
Dirty Dancing
Starting at 13th level, you can summon an elemental shadow of yourself. As an action, you can spend 3 rubato to call forth your shadow as if you used conjure minor elemental. The shadow's element matches your Elemental Freestyle, using the same statistics as the elemental, but in a form that looks like an elemental version of yourself. During summoning, you can use a major extemporization to summon a second shadow, or summon a stronger shadow as if you had used conjure elemental instead.
This ability can be used a number of times a day equal to your Charisma modifier.
Show Stopper
Dancers are all about style, rhythm and movement. At 17th level, Show Stopper can be activated as a bonus action, lasting for a number of rounds equal to your Charisma modifier. While active, your movement speed is doubled. So long as you move at least 10 feet, you have resistance to blugeoning, piercing, and slashing damage until the start of your next turn. Whenever you would be hit by an attack, you can use your reaction to disengage up to half of your movement speed.
In addition, you can use Dance Step freely without expending a rubato, even if you have already used it. This feature can't be used again until after a long rest.



Kinitro (Motivator)
What is an entertainer if not one who inspires others to be better than they were than when they first arrived? Whether through oratory story telling or singing on stage, a Kinitro is sure to move the crowd.
War Chant of Invigoration: whenever a creature under your war chant takes damage, a portion of that damage is converted to life energy by an amount equal to your Charisma modifier plus half of your level.
Extemporization: minor, whenever you hit a creature, all allies under you war chant are healed for an amount equal to your Charisma modifier.
War Chorus
At 3rd level while War Chant is active, whenever you deal damage using a rubato, you can grant an ally you can see under your war chant temporary Hit Points equal to your charisma modifier. If at the end of their turn, they have any temporary Hit Points left from this ability, they lose their temporaty Hit Points and are healed for that amount.
At 11th level, the amount healed is doubled.
Stimulus March
When you reach 5th level, you and all allies under your war chant gain a 10 feet increase to their move speed. Whenever they hit a creature with an a weapon attack, that creature has disadvantage on the next attack made against them.
Sonorous Chorus
At 10th level whenever you use an extemporization, the healing gained from War Chorus is multiplied by the extemporization used.
Battle Position
When you reach 13th level, whenever you or an ally under your war chant is healed, they have advantage on their next attack roll. As a reaction, you can spend 3 rubato to turn a hit into a critical.
This ability can be used a number of times a day equal to your Charisma modifier.
Minerva's Envoy
Upon reaching 17th level, your legend reaches a crescendo. As an action, you become a font of rejuvenating energy for a number of rounds equal to your Charisma modifier. Whenever you hit an enemy with an attack, you can heal an amount equal to your level, spread among yourself and any ally under your war chant. When you miss with an attack, you instead grant temporary Hit Points to yourself or any ally under your war chant, by an amount equal to your level.
Once this feature is used, it can't be used again until after a long rest.



Ektelestís (Performer)
Some War Chanters get utterly absorbed into the roles they play. Whether playing the part of a street urchin or holy knight, they have no doubt it'll be the performance of a lifetime.
- War Chant of the Socialite: you and your allies have advantage on Charisma (performance) checks.
- Extemporization: minor, you can convert the arcane energy of one of your rubatos to cause an object to disappear as if under the invisibility spell.
Class Act
At 3rd level, you gain proficiency in 2 additional skills of your choosing.
Wardrobe Change
At 5th level, you can change your appearance to match the look and sound of any small or medium-sized humanoid creature you’ve interacted with in the past hour. The results change depending on how long you take to assume the role.
As an action, your wardrobe change resembles a mirror image of the creature you’re trying to copy, but you retain your current clothing. Any notable features will appear on you in reverse of the original. Anyone within 30 ft of you, who knows the creature you’re copying has advantage on trying to identify you.
If you spend one minute, all visible features appear in their correct location and you can copy their accent and voice. Anyone within 30 ft of you who knows the creature you’re copying has a -2 penalty to try to identify you.
If you spend 10 minutes, you change everything from your clothing to your tone of voice, but not their mannerisms. Any creature within 30 ft of you who knows the target has disadvantage on trying to identify you.
If you spend 1 hour, your wardrobe change becomes a perfect copy. Everything from your clothing to the distinct way they favor one foot over the other is perfectly copied. Anyone who knows the creature has disadvantage with a -5 penalty to try to identify you.
The effect ends immediately if you make an attack or a creature succeeds on an insight or investigation check to identify you and calls you out.
Recital
At 10th level, as an action, any creature you make skin to skin contact with must make a Wisdom saving throw or lose a memory of your choice. You can attempt a sleight of hand to perform this ability without being noticed. Before initiating the ability, you must already have a definitive question in mind - such as what languages they know or secret password to the mansion - or risk gaining a completely unrelated memory. If the target succeeds on their saving throw, the ability fails, though they won't realize anything is wrong. You can retain this memory for up to 10 minutes before it fades away.
In addition, you can perform a wardrobe change of the creature you contacted in half the time it would normally take as described above. This feature can be used a number of times a day equal to your Charisma modifier before needing to take a long rest.
Inception
At 13th level, any creature with whom you've engaged in a Recital becomes subject to Inception. Whenever a creature fails a save against recital, you can attempt to modify memory.
This ability can be used a number of times a day equal to your Charisma modifier.
Show Time
You set the stage for the performance of a lifetime. At 17th level, you can perform show time. While show time is active, you can use an action to assume the guise of anyone you used a wardrobe change on in the past 24 hours. You retain the level of detail you assumed with each wardrobe change. This ability lasts for one hour.
Once this feature has been used you must take a long rest before it can be used again.
Tragoudistís (Vocalist)
A vocalist carries a voice that demands immediate attention. From the first note, all viewers can't help but get wrapped up in her song. The vocalist knows this and pours their heart and soul into their performance.
- War Chant of Bravery: all allies have advantage on saves against charm and fear effects.
- Extemporization: minor, you can change the elemental type of your rubatos to one of the following: acid, cold, fire, lightning, or thunder.
Maetoso Forte
At 3rd level, you can change your war chant as a reaction, and whenever you or an ally under your war chant scores a critical hit, you regain a rubato.
Chanter's Aura
The gravity of your chants carries your vocal presence to new heights. At 5th level, whenever you extemporize a rubato to change its element, that element is conferred to every ally affected by your war chant until the end of your next turn.
In addition, every ally deals an additional 1d6 elemental damage. However, on a critical hit, as a reaction you can recast the last Cantrip used.
Counter Song
At 10th level, you can spend your reaction to attempt a counterspell for 3 rubato. You can extemporize the attempt to counter the spell as if you used a higher spell slot; minor to counter at 4th level, moderate to counter at 5th level, and major to counter at 6th level.
Pitch Perfect
With absolute vocal expertise, the Vocalist unleashes her most powerful spell. At 13th level, as an action, you can combine 3 rubato and an extemporization into a single spell, paying the appropriate cost. The spell uses the shortest range as the range of the spell, combining all effects and damage. After the spell is cast, you can not cast another spell until after the end of your next turn. This ability can be used a number of times per day equal to your Charisma modifier.
Light Show
Upon reaching 17th level, the Vocalist unleashes the true power of song. As an action, you activate light show with a Major Illusion forcing every creature not under your war chant, that can hear you, to make a Wisdom saving throw. On a failure, the creature is stunned until the start of its next turn.
For a number of rounds equal to your Charisma modifier, you do not spend rubatos when extemporizing, and attacks made with rubato are done with advantage. Allies affected by your chanter's aura gain resistance to that element and add your Charisma modifier to their elemental spell attacks.


War Chanter
Music has long had the power to sway the hearts and souls of friend and foe alike. The War Chanter knows this. To this end they put on a performance to both uplift their friends and demoralize their enemies.
If you like to wax lyrical and blend roleplay and combat into one harmonious sound, the War Chanter might be right for you.
While you might think, this is just a Bard, remember, Bards prefer to stay out of trouble. War Chanters thrive in it.
Artist Credits
Cover: Artgerm
Page 2: Nixeu
Page 5: PandaSVGart & Prabath
Page 6: Dao Trong Le
Page 7: Myself
Page 8:
Page 9: Nixeu
page 10: Myo-Zin
Back: Offrecord
For more Homebrew content, check me out at Masenken where I focus mostly on unique classes and the occasional item to round out the fun.