Base Class: Wizard
Training in war, hunting, and song, due to their hatred of those they hunt, they gain favored enemies (Kinslayer) and have an animal affinity to animals who aid in the hunt. They are Illythiiri ranger/wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a Deathsinger uses a series of intricate, elegant maneuvers that fend off harm and allow the Deathsinger to channel magic into devastating attacks and a cunning defense.
Death song
Starting at 2nd level, you can invoke secret Illythiiri magic called the Deathsong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Deathsong, which lasts for the duration of combat. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Deathsong at any time you choose (no action required). While your Deathsong is active, you gain the following.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. Dual Weld, Archery, Throwing, two weapons. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Kinslayer
Beginning at 2nd level, you have significant experience studying, tracking, hunting, and talking to humans and Elves. Earning the title of Kinslayer.
You gain favored enemies of elves and humans, You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. You have an advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies. You gain two additional favored enemies (Humanoids), as well as associated languages, on the 6, and 10. At the 14 level, you gain favored enemies of celestials and fiends, as well as associated languages.
Natural Explorer
You are particularly familiar with one type of natural environment (Underdark) and are adept at traveling and surviving in such regions. Choose one additional type of favored terrain at 6th, 10th, and 14th levels: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Deathsinger Kinslayer
Training in war, hunting, and song, due to their hatred of those they hunt, they gain favored enemies (Kinslayer) and have an animal affinity to animals who aid in the hunt. They are Illythiiri ranger/wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a Deathsinger uses a series of intricate, elegant maneuvers that fend off harm and allow the Deathsinger to channel magic into devastating attacks and a cunning defense.
Death Song
Starting at 2nd level, you can invoke secret Illythiiri magic called the Deathsong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Deathsong, which lasts for the duration of combat. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Deathsong at any time you choose (no action required). While your Deathsong is active, you gain the following.
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your movement speed increases by 10 feet.
- You have an advantage on Dexterity (Acrobatics) checks. In addition, whenever you make a melee attack against a creature while your Bladesong is active, that creature can't make opportunity attacks against you for the rest of your turn.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
Your Bladesong lasts for 1 minute/level. Your Bladesong ends early if you are knocked unconscious, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss your Bladesong at any time you choose as for free (no action required).
You can use this feature twice. You regain these uses each time you complete a short or long rest.
The number of uses increases by 1 at 6th, 10th, and 14th level.
Deathsinger Expert
Starting at 6th level, your training in war and song increases. You gain an additional extra Attack, ignores arcane spell failure chances when wearing light armor. Your magic protects you from harm. You gain a number of temporary hit points equal to your Intelligence modifier (minimum of +1) at the start of each of your turns.
Deathsinger Master
Beginning at 10th level, your song makes you a master of offense and defense in battle.
- You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. Y
- You can channel your magic through your attacks while your Deathsong is active. When you hit a creature with a melee weapon attack, you can expend a spell slot to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot. .
Deathsinger Lord
Starting at 14th level, You can dodge and parry enemy attacks with arcane grace. You gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks while your Deathsong is active.
You can channel your magic through your attacks while your blade song is active. You add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks.
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