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Intoner


Hit Points

Hit Dice: d12 per Intoner level
Hit Points at first Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier

Proficiences

Armor: Shields
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose any three

Overview & Creation

Intoners are beings with massive strength and incredible voice. Most Intoners are given their power from a Mirenzel flower; a flower that wishes to protect its partner and prolong their life.


Class Features

Ancient Song

At 1st level, you learn a song of the ancients. You choose your ancient voice from a list of available ones. Your choice grants you features at 1st level, and again 6th, 14th, and 18th level. In addition, you can read, write, and speak Ancient.  

Voice Points

You have a number of Voice Points equal to your level.  

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.  

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.  

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.  

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.  

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and 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.  

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.  

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Intoner's Song

At 2nd Level, you can express the power of your voice through song. You know two Intoner's Song choices of your choice.  

Disciple

At 3rd level, gain the ability to have a disciple; a companion under your control. In order to do so, find a tiny creature with an intelligence of 2 or higher. You must spend an hour with the creature, forming a magical bond with it. At the end of the hour, the creature is polymorphed into a humanoid creature and it becomes your disciple.   When a creature becomes your disciple, choose a class for it. While it is your disciple, it gains the benefits of having an amount of class levels equal to half your Intoner level.  

Undying Body

At 3rd level, your body can recover more quickly. At the start of every hour, you regain 1d4 + your Proficiency bonus hit points. In addition, you can cast the Cure Wounds spell on yourself by spending 1 voice points (using your Wisdom modifier for your spellcasting ability modifier).   When you reach 13th level, you can cast the Regenerate spell on yourself by spending 7 voice points.  

Ability Score Improvement

When you reach 4th, 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.   If your DM allows the use of feats, you may instead take a feat.  

Intoner Mode

At 5th level, you can augment your body with rage and voice. As an action, you can spend all of your remaining Voice Points to activate your Intoner Mode. While in Intoner Mode, you gain the following benefits:
    -You gain a +1 bonus to your AC. -When you take the attack action on your turn, you can make one additional attack. -Your Unarmed Strike's damage die increases by one (to a maximum of d12). -The first time you deal damage during your turn, you deal maximum damage (even when you land a critical hit).
Your Intoner Mode lasts a number of your turns (including the turn its activated) equal to the number of Voice Points spent.  

Recovering Voice

At 5th level, you have learned to recover your lost Voice Points when you suffer damage. When you take damage from a source you are aware of, you can use your reaction to recover 1 Voice Point. You can use this feature a number of times equal to your Constitution modifier (min 1) and must finish a short or nyte's rest before you can use it again.  

Song of the Ancients

At 20th level, you gain the ancients' greatest song. Using your action, you can cause this song to emanate from your body. For 1 minute, you gain the following benefits:
    -You have resistance to all damage. -You have advantage on all saving throws. -When you land a critical hit, it is always a Natural Critical despite the method of landing the critical hit. -When you are reduced to 0 vitality, you can instead use your reaction to spend any number of your hit dice to regain hit points and vitality (as per resting rules).
Once you use this feature, you can't use it again until you finish a nyte's rest.    
 


Subclass Options

Ancient Song Options

 

Ancient Song of Body

 

Ancient Spells

Your song imbues you with an innate ability to cast certain spells. Starting at 1st level, you gain one 1st level spell from the list below, when you gain an Intoner level, you can switch out the spell you know for another you can cast. You can cast theses spells only on yourself. You gain an additional spell at 3rd, 5th, 7th, and 9th levels.   Spell Level | 1st | Absorb Elements, Expeditious Retreat, Jump, Shield, Zephyr Strike 2nd | Enhance Ability, Protection from Poison, Spider Climb 3rd | Haste, Nondetection, Protection from Energy, Water Walk 4th | Death Ward, Freedom of Movement, Stoneskin 5th | Far Step, Skill Empowerment, Steel Wind Strike  

Ancient Song

At 1st level, you can sing an ancient song that allows you to empower your body. As an action, choose one of your ability scores. For up to 1 minute, you gain the following benefits:
  • The ability score you chose increases by 2.
  • As a bonus action, you can gain advantage on your next d20 roll associated with that ability.
  • Your movement speed and jump distance increases by 5 feet.
  • Once you use your Ancient Song, you must finish a short rest before you can do so again.     6th level 14th level 18th level


    LevelProficiency BonusFeatures
    1+2Ancient Song, Unarmored Defense
    2+2Fighting Style, Intoner's Song
    3+2Disciple
    4+2Ability Score Improvement, Undying Body
    5+3Intoner Mode, Recovering Voice
    6+3Ancient Voice Feature
    7+3-
    8+3Ability Score Improvement
    9+4-
    10+4-
    11+4-
    12+4Ability Score Improvement
    13+5-
    14+5Ancient Voice Feature
    15+5-
    16+5Ability Score Improvement
    17+6-
    18+6Ancient Voice Feature
    19+6Ability Score Improvement
    20+6Song of the Ancients

    Created by

    Lexon2535.

    Statblock Type

    Class Features

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