Homebrew Ardoni Species Details

The Ardoni are average except for their Song wielding.

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

+2 to ability scores in any combination, +2 on Songwielding

They have a seventh ability score called Songwielding. It increases by one every five levels, and can be increased on Ability Score Improvements (but not above 20). Using this, one can determine their Song Power, or the energy they use to wield songs. Their Songwielding modifier times 2 plus Ardoni Class level equals their Song power. Each turn, you regain 1d4 + half of the Songwielding modifier (round down, minimum of 1). 

There are some weapons that can be used exclusively by Ardoni: Guard Staff and Double Bladed Staff. Each is Versatile and Finesse, but Guard Staff gives +1 AC and 1d6 damage (or 1d8 with 2 hands), whereas Double Bladed Staff deals 1d10 (or 1d12 when used with 2 hands). 

Ardoni Traits

 

48, 12, 16, 20 level: ability score improvement

 

15 level: 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 1d8 damage when used in your offhand or 1d10 in your main hand. It is able to be dual wielded, but only one is obtainable for any given Ardonil, unless the DM says otherwi

 

 

 

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. Every time you do the challenge, you gain one a Prime Song in this order: Supporium, Mobilium, Protisium, and finally Aggressium.

 

Subraces:

 

Kaltaris

This Ardoni clan has green markings. They have a +2 bonus to the advantages of Supporium Songs. (P.S. to all you Songs of War nerds like me, I know that the clan does not make a difference, but I just felt like adding this.)

Mendoris

This Ardoni clan has purple markings. They have +1 to all ability scores or +2 to AC. (P.S. to all you Songs of War nerds like me, I know that the clan does not make a difference, but I just felt like adding this.)

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). (P.S. to all you Songs of War nerds like me, I know that the clan does not make a difference, but I just felt like adding this.)

Sendaris

This Ardoni clan has blue markings. They have a +2 bonus to the AC of Protisium Songs. (P.S. to all you Songs of War nerds like me, I know that the clan does not make a difference, but I just felt like adding this.)

Voltaris

This Ardoni clan has red markings. They have a +2 bonus to DC of Aggressium Songs. (P.S. to all you Songs of War nerds like me, I know that the clan does not make a difference, but I just felt like adding this.)

 

 

 

Ardoni don’t have normal classes. Instead, they have their own “Ardoni classes.” There is no multiclassing of these 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

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.

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.

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.

 

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.

5 level: double movement

 

10 level:

Song versatility:

You can channel your Mobilium Song through your legs and body. You have double effects on Mobilium Songs. 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.

 

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.

 

5 level: Healing perimeter

A circles glows on the ground around you. Any creatures of your choice within that circle heal 10 HP per Ardoni Supporter level. Can be used again after a long rest.

 

 

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.

 

 

 

 

 

 

 

 

 

 

Songs:

*note: these songs can be changes whenever the player has access to an Ardoni Song Shrine, which often appear in Ardoni Villages*

Aggressium:

 

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

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:

 

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

 

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

 

Mobilium:

 

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

*Copy the below part onto a Word document and print to add to character sheet*

 

Character Name:                    Songwielding                                      Song Power:

 

 

Aggressium Song:                                                                               Mobilium Song:

 

 

 

 

 

 

 

 

 

 

Protisium Song:                                                                                    Supporium Song:

 

 

 

 

 

 

 

 

 

 

 

 

Ardoni Traits

Songs

Comments

Posts Quoted:
Reply
Clear All Quotes