Songs of War
Ardoni
Credit: SteelyGorgon844 on Dnd Beyond all I did was make it more organized and some is my own original homebrew
Race Combo
This is both a race and a class. Has a base AC of 12. The class cannot be used on another race and vice versa.
Ardoni Traits
The Ardoni are average except for their Song wielding.
+2 to ability scores in any combination, +2 on Songwielding (Spellcasting Ability)
Ardoni Names
Ardoni called by their first name, then their clan name (either Voltaris, Sendaris, Nestoris, Kaltaris, or Mendoris).
Male: Ingressus, Tygren, Zinaida, Lucidius, Thalleous, Osivian, Galleous, Achillean, Hubris, Aegus, Zulius, Siderian, Galadar, Senn
Female: Ria, Val, Urani, Hedari
Clan Names: either Voltaris, Sendaris, Nestoris, Kaltaris, or Mendoris
Kaltaris
This Ardoni clan has green markings. They have a +2 bonus to the advantages of Supporium Songs.
Mendoris
This Ardoni clan has purple markings. They have +1 to all ability scores or +2 to AC.
Nestoris
This Ardoni clan has yellow markings. They have a optional +2 bonus to the range and number of uses of Mobilium Songs. (When I say number of uses, I mean on things like Mobilibounce, being able to use more platforms).
Sendaris
This Ardoni clan has blue markings. They have a +2 bonus to the AC of Protisium Songs.
Voltaris
This Ardoni clan has red markings. They have a +2 bonus to DC of Aggressium Songs.
Speed Your base walking speed is 30 feet
Age Ardoni live over 300 years, as they age their horn like ears become longer and extend down their faces.
Languages Ardoni speak common
Size As an Ardoni, you stand 7-8 feet tall and are broad shoulders, your size is medium.
Hit Points
Hit dice: 1d12 per Vessel level
HP at 1st level 10 + Dex Modifier
Hp at higher levels: 1d12 or 8 + INT modifier
Equipment
Explorer's or Scholar's Pack
2 songs
Leather or Scale Mail
Ardoni Guard Staff or any Martial Melee Weapon
Shortswords
Ardoni Table
1st Level Song Wielding, Ardoni Class
2nd Level Fighting Style, Speed Burst Helping Hand
3rd Level Reaction
4th Level Ability Score Improvement
5th Level Extra Attack, Protective Will, Speed Burst, Healing Perimeter
6th Level -
7th Level Buy a share of Thalleous's Brand: Own Brand Peas
8th Level Terrain Traveler, Magic Healer Ability Score Improvment
9th Level Double Song power
10th Level Song Versatility, Speed Aura
11th Level
12th Level Ability Score Improvement
13th Level
14 Level Song Fury
15th Level Clan Master
16th Level Ability Score Improvement
17th Level Legendary Ardoni Weapons
18th Level -
19th Level -
20th Level Prime Songs
Clan Master
You become the master of your clan, oldest, wisest, and most powerful. you gain the staff of your clan (Voltar, Sendar, Nestor, Kaltar, or Mendor)
Each staff gives +1 to the advantage of the clan, and deals 4d8 damage when used in your offhand or 5d10 in your main hand. It is able to be dual wielded, but only one is obtainable for any given Ardonil, unless the DM says otherwise
Double Song Effect
Doubles damage, durability, movement range, and support effects of Songs.
Proficiencies
Armor. Light Armor
Weapons. Martial Melee Weapons
Tools. None
Skills. Pick 3: Perception, Athletics, History, Arcana
Saving Throws Strength and Intelligence
Ardoni Classes
Ardoni Warrior:
Ardoni Warriors are those who aggressively push forward in battle, using their weapons and attack songs to their fullest extent.
+2 to Aggressium Damage
+1 to attack damage
2 level: Fighting Style
You press forward, wielding your weapon(s) with a practiced ease.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
5 level: Extra Attack
Cast 2 songs in one turn or one song and an attack
10 level: Song Versatility
You can channel Aggressium Songs through your weapon, adding +2d4 damage. This can be used once per long or short rest.
14 level: Song Fury
Cast all of your songs in one moment. Each effect is buffed by +3d6. This uses all of your Song Power. You cannot use this again until one in-game week passes.
4, 8, 12, 16, 20 Ability Score Improvement
20 level: Aggressium Prime
Allows the use of every Aggressium Song. When Song Fury is used you unleash Every. Single. Song.
Ardoni Protector
Ardoni Protectors are those who defend others in battle, using their shields and defense songs to their fullest extent.
+2 to Protisium Defenses
Can use Protisium Songs on willing creatures other than themselves (optional)
2 level: Fighting style
You protect others and yourself with all that you have, in a manner of long practice.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Reaction Speeds
You are able to roll an insight check when a attack is sent to you or an ally withing 5 feet of you. On a roll of 17 or higher you are able to cast a Protisium to protect you or an ally.
5 level: Protective Will
You protect those close to you.
Extra +1 AC to all allies within 5 feet of you
10 level: Song Versatility:
You can channel Protisium Songs through your body to give yourself +5 AC until the end of your next turn. This can be used once per long or short rest.
14 level: Song Fury
Cast all of your songs in one moment. Each effect is buffed by +3d6. This uses all of your Song Power. You cannot use this again until one in-game week passes.
4, 8, 12, 16, 20 Ability Score Improvement
20 level: Protisium Prime
Allows the use of every Protisium Song. When Song Fury is used you unleash Every. Single. Song. You are able to choose the target for each song.
Ardoni Dasher
Ardoni Warriors are those who move around in battle, using their speed and movement songs to their fullest extent.
Twice the range and +2 uses of Mobilium songs
Extra ten feet of movement
2 level: Speed burst:
You’re reactions are much faster than other people.
Take the Alert feat or take +8 inititive.
3 level: Reaction
When an attack is made against you you are able to make a insight check to react to any attack made against you and are able to use your Moblilium Song to avoid this attack
5 level: Movement Master
Doubles any movement speed and gain Always Fast
8 level: Terrain Traveler
Isn't affected by difficult terrain and gain climb and swim movement equal to your walk speed.
10 level: Speed Aura
Gives +10 movement speed to all creatures of your choice within 20 feet.
14 level: Song Fury
Cast all of your songs in one moment. Each effect is buffed by +3d6. This uses all of your Song Power. You cannot use this again until one in-game week passes.
4, 8, 12, 16, 20 Ability Score Improvement
20 level: Mobilium Prime
Allows the use of any Mobilium Song. When Song Fury is used you unleash Every. Single. Song.
Ardoni Weapons
Ardoni Guard Staff
Martial Melee Weapon
Properties. Versitile, Finesse, and Range
Damage. 1d6 damage (or 1d8 with 2 hands)
Gives +1 AC
Double Bladed Staff
Martial Melee Weapon
Properties. Versitile, Finesse, and Range
Damage. 1d10 damage (or 1d12 with 2 hands)
Ardoni Supporter:
Ardoni Warriors are those who help others in battle, using their supporting and healing songs to their fullest extent.
+5 healing to all Supporium Songs
Twice the buffs to all non-advantage Supporium songs
2 level: Helping Hand
You can use your skill in Supporium songs to passively boost the strength of your allies.
All creatures of your choice within 10 feet of you gain +3 damage to all attacks, spells, or Songs as long as they are in range.
3 level: Reaction
When an attack is made against you or an ally, you are able to make a insight check to react to any attack made against you or an ally are able to use your Supporium Song to divert this attack.
5 level: Healing perimeter
A circles glows on the ground around you. Any creatures of your choice within that circle heal 5 HP per Ardoni Supporter level. Can be used again after a long rest.
8th level: Magic Healer
Buffs your heals by 3d6 and gives you the Magic Initiate feat.
10 level: Song Versatility:
You can channel your Supporium Songs through your hands and weapons. All of your Supporium Songs heal +1d6 health.
14 level: Song Fury
Cast all of your songs in one moment. Each effect is buffed by +3d6. This uses all of your Song Power. You cannot use this again until one in-game week passes.
Supporium Prime
Allows the use of every Supporium Song. When Song Fury is used you unleash Every. Single. Song.
Songs
Agressium Songs
Aggrobeam:
You shoot a 60 by one half foot red laser out of either the tip of your weapon or your hand. It deals 1d10 + Ardoni level fire damage to all enemies it hits. When used with double Song power: 2d10 + Ardoni level fire. Songs power usage: 5
Aggroblast:
You shoot a burst of energy in the direction you are facing. Any enemies within 5 feet in front of you take 3d8 + Ardoni level radiant damage, and are knocked backward 5 feet. They also make a DC 13 Constitution saving throw. If they fail, they are knocked prone. With double song power, 6d8 + Ardoni level radiant, DC 16. Song power: 6
Aggrostorm:
You raise your weapon, and red lightning swirls around you. Any enemies within 60 feet of you are moved 5 feet closer to you at the beginning of their turn. When they get within 10 feet of you, they take 4d8 + Ardoni level lightning damage. You cannot use a shield while using this song. This Song lasts for as long as you focus. Double song power: 8d8 + Ardoni level. Song power: 10
Aggrosphere:
You shoot a ball of energy toward your target. Make a ranged attack on your target. On a hit, you deal 2d6 + Ardoni level damage. When used with double song power: 4d6 + Ardoni level damage. Song power: 1
Aggroquake:
You smash your weapon/hand into the ground at your feet. Any enemies within 10 feet of you take 3d10 + Ardoni level bludgeoning damage and are knocked backward 15 feet. They also make a DC 16 Constisution saving throw. If they fail, they are knocked prone and take another 1d6 of damage. Double Song power: 5d10 + Ardoni level, DC 19: Song Power: 11
Aggroshock:
You shoot a bolt of lightning. Make a ranged attack against your opponent. On a hit, you deal 3d6 lightning damage and any creatures within 5 feet of the target take 1d6 lighting damage. Double song power: 6d6, hits opponents within 10 feet. Song Power: 5
Proteclone:
You freeze in place, becoming coated with a blue energy, You are entirely immune to all damage done to you. This lasts as long as you like, or until you are attacked. When hit, you eject backward 5 feet. Double song power: eject backward 10 feet. Song power: 13
Aggrovortex:
You shoot a large, fast projectile of swirling red energy. The opponent makes a DC 19 dexterity saving throw. The opponent takes 3d12 + Ardoni level radiant damage on a failed save or half as much on a successful one, and every creature within a 5 foot radius, including the target, takes 1d6 radiant damage. Double song power, 6d12 + Ardoni level, DC 23. Song power: 20
Aggroshard:
You shoot five shard-like projectiles at anywhere from one to five targets. Each makes a DC 17 Dexterity saving throw, unless they have AC 19 or higher, in which case they automatically succeed. Each shard deals 2d4 + Ardoni level piercing damage on a hit. Double song power: DC 18, 3d4 + Ardoni level damage. Song power: 4
Aggrodetonate:
You shoot a ball of energy toward your target. Make a ranged attack on your target. On a hit, you deal 2d8 + Ardoni level damage. It damages the terrain around the impact point, turning it into difficult terrian. When used with double song power: 4d8 + Ardoni level damage. Song power: 3
Protisium Songs
Protesphere:
You are immune to piercing, slashing, and bludgeoning damage until your next turn. Double song power: you deflect the attacks back at the attacker. Song power: 8
Protebarrier:
Covers a 30 foot range with a wall-like shield of protisium energy. Protects all inside from all damage except for psychic and thunder. Requires focus. Double Song power: 60 feet range. Song power usage: 18
Protepoint:
You protect yourself from all damage on one side except for psychic and thunder until your next turn. Requires focus. Double song power: two shields, two sides. Song power: 2
Protearmor:
You freeze in place, becoming coated with a blue energy, You are entirely immune to all damage done to you until struck physically. At that point, the Song ends, but you still take no damage. Songs, spells, and other methods cannot hurt you, only physical means. This requires focus, but lasts as long as you like. Your speed is reduced to 0 while you use this Song. Double song power: withstands two strikes instead of one. Song power: 15
Mobilium Songs
Mobiliflash:
You are surrounded briefly by tendrils of yellow light, and then dash forward up to 30 feet in the direction of your choosing. You cannot travel through solid objects, but you can travel through other creatures. Double Song power: 60 feet Song power: 5
Mobiliburst:
You are surrounded briefly by tendrils of yellow light, and then dash forward 10 feet in the direction of your choosing. You cannot travel through solid objects. You also release a blast of energy at the end of your Song that deals no damage, but knocks creatures backward 5 feet, and they make a DC 18 Constitution saving throw to avoid being knocked prone. Double Song power: 30 feet, DC 20 Song power: 8
Mobilibounce:
You can place five small platforms that give you +5 feet speed when jumped from. They can go vertically and horizontally. Double song power: 7 platforms. Song power: 10
Mobilileap:
Flings you 60 feet into the air, and you land without taking damage. Double song power: 120 feet. Song power usage: 3
Mobiliwings:
You summon glowing yellow wings onto your back. You gain a flying speed of 60 feet, and it is active for 5 minutes. Double song power: either speed of 90 feet or time of 10 minutes. Song power: 13
Mobiliglide:
Negates all fall damage. Double song power: gives you a gliding speed of 45 feet. Song power: 2
Supporium
Supporekesis:
Allows you to hold a small object such as an arrow, song projectile, or dart in the air. Double song power: allows you to hold 2. Song power: 5
Supporospike:
You shape the ground to your will. A large spike of earth comes out of the ground under up to 6 creatures in 60 feet of you. You knock them 5 feet in any direction (determined by the DM), and they make a DC 11 Constitution saving throw. If they fail, they are knocked prone. Double song power: 10 creatures are targetable. Song power: 12
Supporolift:
Allows you to hold one creature in the air for up to one minute. Double Song power: give you 2 minutes instead of one. Song Power: 9
Supporoform:
Allow you to reforge or silver a weapon with no cost. Double song power: you can reforge two instead of one. Song power: 1
Supporoheal:
Heal 15 damage from any willing creature you see within 50 feet. Double song power: 30 damage. Song power: 10
Supporosword:
Give a temporary attack boost of +5 to damage to a willing creature within 100 feet. Double Song Power: +10. Song Power: 9
Supporoshield:
Give +2 AC to a willing creature within 100 feet. Double Song power: +4 AC Song Power:11
Supporolife:
Give a pool of 30 temporary hit point to up to 2 willing creatures of your choosing within 100 feet. Double song power: give 60 temporary HP. Song power: 30
Supporodash:
Give an extra +30 feet of speed to a willing creature within 10 feet this effect lasts for 13 seconds. Double Song Power: +60 feet. Song power: 10
Prime Song Wielder
At 20 level, You go through a trial designed to test every aspect of your skill. After going through a trial of the Dungeon Master’s Choosing, you can gain a Prime Song. This allows you to use every song in that order. Only one Prime Song can be wielded by a Ardoni based on their Ardoni Class
Song Power
You start with 10 song power and it increases by 1 each level. Songs use Song power and is restored to full every short rest or on a long rest gives you 10 temporary Song Power. You also regenerate Song Power each time you level up and each time you kill a target you gain 2 song power.
Thalleous's Brand: Own Brand Peas
Gives 7 gp to you each in-game day.