Chanter
A Dwarf charges into battle with his allies as he starts to shout magical words in the form of an ancient story that has been passed down from generation, he fights an orc and tell the story of a forest fire as the orc burst into flame, and as the story continues and new life sprout up from the ashes of the burned trees, the dwarfs allies feel their own wounds closing up, and they find new hope.
Deep in the jungle an elf and his companions gets surrounded by a group of undead, as his comrades charge the monsters he stands back and read old and mystical words that has taken him many years of practice to learn their pronunciations, as the words flow from his lips magical and arcane effects starts to take place around him and acid starts to fall on the zombies and with a bolt of lightning the elf takes care of the last zombies.
In a the Flat Horse tavern there have never been so quiet as there is on the evening where the whole room sits and listens to a small halfling who sits near the fire, they all listen, enthralled by the story that the halfling is telling them, his words are soothing to the ear, and the story thrilling. They all listen to his story about a bounty hunter who is in search of a great thief, and right when everyone of focused on the story, the halfling suddenly jump up from his seat, and with his words alone he make one of the nearby listeners fall asleep, and the halfling cuffs the human up, because he was the thief.
A Chanter has the power to use their voice to evoke magical words of power or hide them in stories and songs. A chanter can come in many different forms, a storyteller, a singer, a priest that preaches the words of their god, a mage who have researched ancient magical tome to learn words of power or someone who has been gifted the knowledge to use magical words from a powerful being. No matter what they look like, chanters have the power to shape the words by just using their voice.
Words of Power
When a chanter uses their words of power, the effect of that power is determined by the chords in which the words are pronounced in. A chanter can bring on all sorts of magical effects such as lightning, fire, healing or making their enemies insane. A well-prepared chanter who have readied the right chants is a dangerous foe, and an amazing ally.
Storytellers and Sages
Though a chanter can come in many different forms, they have all went though a long and hard process to learn their words of power, it is something that takes a lot of time and a lot of practice. Some have a great teacher that helps them learn their words of power, while others have to spend hundreds of hours reading books, there are also some who receive the ability to use words of power as a gift from a powerful being.
Creating a Chanter
As you build your chanter, think about how they learned use chants and chords, where they taught, learned, gifted or something else? Also think about how they express their chants, maybe they read a poem that is structured to fit their chords, or they tell an ancient story or song. They could also just say the words in their true primal form that sounds like arcane and magical gibberish to the uninitiated.
Quickbuild
You can easily make a chanter by following these suggestions. First, make Intelligence your highest ability score, depending on if you want to be able to avoid damage or take more damage your next-highest should be Dexterity or Constitution. Lastly pick the sage background.

Class Features
As a Chanter, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Chanter level
- Hit Points at 1st Level: 1d8 + Your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
Proficiencies
- Armor: light armor
- Weapons: simple weapons
- Saving Throws: Intelligence, Constitution
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Religion and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) an Entertainer’s Pack or (b) a scholar's pack
- A instrument you are proficient in.
- A set of leather armor
- Two daggers
Chanter
| Level | Proficiency Bonus | Features | Resonance die | Chant Uses |
|---|---|---|---|---|
| 1st | +2 | Chants | 1d4 | 2 |
| 2nd | +2 | Resonance | 1d4 | 2 |
| 3rd | +2 | Voice of Power | 1d4 | 3 |
| 4th | +2 | Ability Score Improvement | 1d4 | 3 |
| 5th | +3 | Crescendo | 1d6 | 4 |
| 6th | +3 | Voice Feature | 1d6 | 4 |
| 7th | +3 | Extra Resonance Option | 1d6 | 5 |
| 8th | +3 | Ability Score Improvement | 1d6 | 5 |
| 9th | +4 | Universal Understanding | 1d8 | 5 |
| 10th | +4 | Voice Feature | 1d8 | 5 |
| 11th | +4 | Resourceful Voice | 1d8 | 6 |
| 12th | +4 | Ability Score Improvement | 1d8 | 6 |
| 13th | +5 | Extra Resonance Option | 1d10 | 6 |
| 14th | +5 | Powerful Chords | 1d10 | 6 |
| 15th | +5 | Voice Feature | 1d10 | 7 |
| 16th | +5 | Ability Score Improvement | 1d10 | 7 |
| 17th | +6 | Amplified Resonance | 1d10 | 7 |
| 18th | +6 | ─ | 1d12 | 8 |
| 19th | +6 | Ability Score Improvement | 1d12 | 8 |
| 20th | +6 | Harmony | 1d12 | 9 |

Chants
At 1st level you know how to use mystical tunes and sounds, to evoke different magical chords that shape the world around you to your liking.
You must make and prepare your own chants using chords that are further described below. During a long rest you can prepare an amount of chants equal to 1 + your Intelligence modifier (minimum 2).
Chords
There are different chords which you can put into your chants. Chords come in 4 different forms, and each form manipulates the weave differently. The 4 types are Eltra, Abjor, Zuth and Hym. All chords are available for you to use, and can be found at the end of this document. Some chords will refer to resonance dice, the size these dice can be found in the class table in the "Resonance Dice" column.
Some chords will call for a saving throw or an attack roll, when a chord does so you will use the follow chant saving throw DC and attack roll.
Chant Save DC
Chant attack modifier
Synergies Chords will all have synergies that will trigger additional effects if certain conditions are met, usually relying on the composition of your chant.
Creating a Chant
A chant is a collection of 3 chords, when making a chant you must select which chord to be the first one, which chord to be the second and which chord to be the last. A chants can't contain the same chord twice.
Using a Chant
As a bonus action you can start to chant one of your prepared chants. The first chord will then be set to the active chord, and you will either have to use its effect as an action or it happen automatically at the end of your turn, how each chord is used is described on the chord.
Then at the start of your next turn, you will have the next chord as your active chord in the current chant, this will continue until you have gone through all the chords and finished your chant.
You can only have one chant going on at a time and you can't start a new chant while you are chanting. The chant will last until you have gone through all the chord, you go unconscious or you stop the chant as a bonus action.
You can start a chant a number of times equal to the "chant uses" that can be found in the Chanter class table and regain all uses at the end of a long rest.
Resonance
Starting at 2nd level you know how to shape the world around you using the power of sound. You learn two of the following resonances:
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Sound Strike. Once per turn when you hit a creature with a melee weapon attack you can cause it to take one resonance dice as thunder damage.
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Distortion. When a creature you can see, other than you, takes damage while within 60 feet, you can use your reaction to reduce the damage by an amount equal one resonance die.
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Blast Pulse. As an action you can force a creature within 30 feet of you to make a Constitution saving throw against your chord save DC, or take two resonance dice thunder damage and be pushed 20 feet away from you if they fail the saving throw.
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Sharp Sound. As an action you shoot a wave of piercing sound towards a creature within 120 feet of you. Make ranged chant attack against the creature, if you hit you deal two resonance dice as magical piercing damage.
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Armor of Noise. As an action you can give yourself temporary hit points equal to one resonance die. These temporary hit points last for 1 hour.
When you reach 7th level you can pick another option and learn that, and again at 13th level.
Voice of Power
When you reach 3rd you choose where the true power of your voice originated from the list of available voices. Your choice grants you features at 3rd level and at 6th, 10th, and 15th levels.
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 by 1. As normal, you can’t increase an ability score past 20 using this feature.
Crescendo
At 5th level you can activate your voice to its fullest potential. When one of your chords activate you can spend one of your "Chant Uses" to make that chord a crescendo, you can only make one crescendo per chant. Pick one of the following effects for your crescendo:
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If the chord requires you to roll one or more resonance dice, you roll twice the amount.
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If the chord requires you to activate its effect as an action, you can activate the effect using your bonus action instead.
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If the chord requires other creatures to make saving throws, they have disadvantage on the saving throw.
Universal Understanding
When you reach 9th level you have unlocked the ability to speak universally to almost all beings, you can cast the tongues spell without material components at will.
Resourceful Voice
Beginning at 11th level you can push yourself to use your voice at maximum capacity more easily. You can activate your Crescendo feature without spending a use of your chants.
Once you have used this feature you must finish a short or long rest before you can do so again.
Powerful Chords
When you reach 14th level your voice extorts power when you use your chords. Anytime one of your chords either deals damage or restores hit points, you can add your Intelligence modifier to the roll.
Amplified Resonance
At 17th level you know how to amplify your resonances with mystical power. Whenever you use one of your resonances, you can add your Intelligence modifier to the roll.
Harmony
When you reach 20th level you know true harmony during your chants, when you have a chant active you have advantage on all saving throws and whenever you take damage, you reduce it by an amount equal to your Intelligence modifier.
Voice of the Warrior
You’re at home on the battlefield and sing louder than blades clashing to lay waste to your enemies and rally your own troops.
Bonus Proficiencies
When you pick this voice at 3rd level, you gain proficiency with medium armor and martial weapons.
Battle Chanting
At 3rd level you feel empowered when words of power flow from your mouth. As long as you have a chant active you gain the following benefits:
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Your armor class increase by 2.
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You gain an additional 10 feet of movement.
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When an ally within 5 feet must make a Strength or Dexterity saving throw, you can use your reaction to give them advantage.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Close Quarter Chanting
At 10th level you can best utilize your voice potential when targeting creatures that are up close to you. when a creature within 5 feet of you has to make a saving throw against one of your chords you can choose to give that creature disadvantage on its saving throw.
Once you have used this feature you must finish a long rest before you can do so again.
Combat Chords
Beginning at 15th level, when you use an action to activate a chords effect, you can make one weapon attack as a bonus action.
Voice of the Mystic
You have thought yourself how to use your voice to evoke magical effects and speaking in magical tones. You have spent countless of hours reading and researching the properties of magical chords and how to use them to shape the world according to your design.
Magical Words
When you pick this voice at 3rd level you unlock your potential to shape spells with your voice. Pick 2 cantrips from the wizard spell list, you can cast them.
You also learn how to cast the following spells; you can cast each of them once per long rest.
| Chanter Level | Loot |
|---|---|
| 3rd | Command, Thunderwave |
| 5th | Silence, Suggestion |
| 9th | Sending, Speak with Dead |
| 13th | Compulsion, Charm Monster |
| 17th | Geas, Mislead |
When you cast these spells you use your Intelligence modifier as your spellcasting modifier, and all the spells only has Verbal as their component.
Sound of Knowledge
At 6th level you can use your magical voice to extract knowledge from the world. Before you make an ability check, you can choose to also roll a resonance dice and add it to the ability checks roll.
You can use this feature a number of times equal to your Intelligence modifier and regains all uses at the end of a long rest.
Mystical Reserve
Beginning at 10th level you know how to your words into spells. You can expend one of your "Chant Uses" to cast one of the spells you gained from "Magical Words" without using the spells daily use.
Arcane Research
When you reach 15th level you listen to the whispers of the world that echo throughout the land, and you learn to use the magical powers they talk about.
Choose a spell from the wizard spell list of 5th level or lower. You can cast that spell once per long rest, when casting the spell its only component is verbal, and Intelligence is your spellcasting modifier for it.
During a long rest you can swap the spell from this feature with another spell from the wizard spell list of 5th level or lower.

Chords
Chords are phrases or sounds that can be said out loud to manifest different magical effects.
Eltra
Eltra chords invoke destructive or damaging effect, capable of devastating foes at a distance or enemies that gets too close.
Flame Wave
At the end of your turn, any creature of your choice within 10 feet of you must make a Dexterity saving throw taking one resonance of fire damage on a failed save, or half on a success.
Synergy. If you choose three or more creatures to be affected, you roll two resonance dice instead of one.
Lightning Pulse
During this turn you can use your action to fire off a lightning blast from you in a direction of your choice, the pulse is 60 feet long and 5 feet wide, any creature caught in it must make dexterity saving throw taking four resonance dice of lightning damage on a failed save, or half on a success.
Synergy. If the previous chord in the current chant was Zuth chord, creatures that fails the saving throw also gets pushed 10 feet away from you.
Acidic Words
During this turn you can use your action to cause acid to rain on a creature within 60 feet of you. The target must make a Constitution saving throw taking four resonance dice acid damage on a failed save, and half on a success.
Synergy. If the next chord in the chant is a Hym chord, you can select a second target effect, the second target must be within 5 feet of the first one.
Ice Spear
At the end of your turn, you can try to impale a creature close to you with a spike made of ice. Make a melee chant attack against a creature within 5 feet of you. If you hit, the target takes two resonance as cold damage.
Synergy. If the first chord of the chant is a Abjor chord, you have advantage on the attack roll.
Piercing Light
During this turn you can use your action to fire off a radiant bolt of light. You make a ranged chant attack roll against a creature within 120 feet of you, if you hit, the target takes four resonance dice as radiant damage.
Synergy. If the next chord in the chant is a Zuth chord, you can also make an attack against another creature that is 30 feet or less behind the initial target.
Words of Death
During this turn you can use your action to whisper words that pulls a creature towards the grave. Choose a target within 60, that creature must make a Constitution saving throw, taking four resonance dice of necrotic damage on a failed save, or half on a success.
Synergy. If this is the last chord in your chant, the damage increase to six resonance dice instead of three.
Whispers of Madness
During this turn you can use your action to disrupt another creatures mind. Choose a creature within 60 feet of you, that creature must make a Wisdom saving throw, taking four resonance dice on a failed save, and half on a success.
Synergy. If the previous chord in the chant was an Eltra chord, the target becomes filled with madness, and if they failed the saving throw they must use their reaction to make a melee attack against a creature within range of your choice.
Abjor
Abjor chords focuses on protecting you and your allies, or disrupting magical effects being conjured by foes.
Words of Caution
At the end of your turn you warn your allies about potential dangers. Select up yo three creatures within 30 feet of you, until the start of your next turn they can add your Intelligence modifier to any saving throws they have to make.
Synergy. If the next chord in the chant after this one is an Hym chord, the effects last for the duration of the whole chant instead of until the start of your next turn.
Rally Shout
At the end of your turn, you let out a shout to get you and your allies into more favorable positions. You pick up to 5 creatures, each creature can use its reaction to move up to 20 feet, this movement doesn't provoke opportunity attacks.
Synergy. If this is the first chord in the chant, you can select 1 creature other than you that can use the same reaction to make a melee attack against a creature within range after it has done its movement.
Toxic Coating
During this turn, you can use an action to coat your allies with poison to keep attackers at bay. Select up to two creatures within 30 feet you. They become covered with a poisonous coating that lasts for the duration of the chant, and when another creature hits them with a melee attack, the attack will take one resonance die as poison damage.
Synergy. If the next chord in your chant is an Eltra chord, you can select four creatures instead of two.
Fortitude of Sound
At the end of this turn you gain a layer of rock that protects you. Until the start of your next turn your AC increase by an amount equal to your Intelligence modifier.
Synergy. If the previous chord in the chant was a Zuth chord, you can select another creature within 5 feet of you to gain the same benefit for the same duration.
Elemental Cover
At the end of your turn you cover a creature in a coat that protects them from damage. Pick a damage type from: acid, cold, fire, lightning, poison, or thunder, and also pick a creature within 30 feet of you. That creature has resistance to the chosen damage type until the end of the chant.
Synergy. If your next chord in your chant is an Eltra chord which can deal the chosen damage type, you can select 3 creatures instead of 1.
Disruption Zone
At the end of your turn you activate an aura that disrupts projectiles and threats to protect you and your allies. The zone spreads out in a 10 feet radius from you and will give you and your allies half cover, this lasts until the chant ends.
Synergy. If this is the last chord in your chant, the aura will give three quarter cover instead of half cover.
Zuth
Zuth chords are focused on disrupting enemies or controlling their capabilities.
Sound of Terror
During this turn you can use an action to let out a terrifying sounds that will shake anyone to their core. Choose up to 3 creatures within 30 feet of you, they mus succeed on wisdom saving throws or be frightened until the end of the chant. They can repeat the saving throw at the end of their turns, ending the effect on a successful save.
Synergy. If the next chord in your chant is Hym chord, you can choose up to 5 creatures instead of 3.
Song of Slumber
During this turn you can use your action to sing a soothing song that bring sleep. You choose one creature within 30 feet, that creature must succeed on a wisdom saving throw or falls unconscious until the chant ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. At the end of the sleeping creatures turn they can repeat the saving throw ending the effect on a success.
Synergy. If the previous chord in the chant is a Hym chord, the sleeping creature can't repeat the saving throw at the end of their turns.
Freezing Mist
At the end of your turn you let out a freezing cloud of mist that sets on your enemies freezing them in place. Any creature of your choice within 10 feet of you must succeed on a Constitution saving throw or have their movement speed reduced to 0 until the end of their next turn.
Synergy. If the previous chord in the chant was a Abjor chord, you can target any creature within 30 feet of you, instead of 10.
Sweet Whispers
At the end of your turn you let out a soothing and charming whisper. Choose one creature within 10 feet of you, that creature must succeed on a wisdom saving throw or be charmed by you until the end of your next turn.
Synergy. if the next chord in the chant is a Zuth chord, you can target up to two creatures instead of one.
Blinding Shine
During your turn you can use an action to let out a beam of bright light in a direction of your choice. The beam is 60 feet long and 5 feet wide, and each creature caught inside the beam must succeed on a constitution saving throw or be blinded until the end of your next turn.
Synergy If this is the first chord of the chant, the closet creature to you that is caught in the beam will have disadvantage on the Constitution saving throw.
Booming Shout
During your turn you can use your action to let out a booming shout that can be heard from 300 feet away. Every creature in a 15 feet cone must succeed on a constitution saving throw or be stunned until the end of their next turn.
Synergy. If the next chord in the chant is an Eltra chord, you shout in a 30 feet cone instead of a 15 feet cone.
Hym
Hym chords will help your allies in need or restore health to the wounded.
Words of Restoration
At the end of your turn you can sing words that can mend wounds. Choose a creature within 30 feet of you, that creatures regain hit points equal to one resonance die.
Synergy. If you choose a creature that has less than half its maximum hit points, you roll three resonance dice, instead of one.
Wave of Relief
During this turn you can use your action to give your allies a chance to take a quick breather. Creatures of your choice within 5 feet of you can spend one of their hit dice, roll it and regain the number rolled plus their Constitution modifier as hit points.
Synergy. If the previous chord in the chant was an Eltra chord, their also regain hit points equal to one resonance die.
Bolstering Presence
At the end of your turn you let out a shout that bolsters your allies. Up to three creatures of your choice within 30 feet of you gets a number of temporary hit points equal to three resonance dice, these temporary hit points last for 10 minutes.
Synergy. If the previous chord in the chant was an Abjor chord you can target up yo five creatures.
Healing Song
During this turn you can spend your action to sing a healing song to an ally. Choose a creature within 60 feet of you other than you, that creature regains hit points equal to three resonance dice.
Synergy. If the next chord in your chant is a Zuth chord, the creature you heal, can spend its reaction to move up to half its movement without provoking opportunity attacks.
Return to Self
At the end of your turn you calm yourself with healing words. You regain hit points equal to two resonance dice.
Synergy. If this is the last chord in your chant you regain hit points equal to four resonance dice instead of two.
Sacrifice to Others
During this turn you can use an action to use your own vitality to heal your allies. you take two resonance dice of damage, and any creature other than you of your choice within 10 feet of you regains hit points equal to four resonance dice.
Synergy. If the next chord in your chant is Hym chord, you can choose creatures within 30 feet instead of within 10 feet.
Credits
This class was made by /u/FragSauce
Art
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Kabira Evangel by Eric Deschamps: https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=180347
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The Storyteller by Cory Godbey: https://curiator.com/art/cory-godbey/the-storyteller
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Reyhan, Last of the Abzan by Chris Rallis: https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=420657