The Chanter is a spellcaster whose magical energy expresses itself more verbally than somatically. This somewhat uncommon ability gives the Chanter access to an aspect of magic that most mages are unable to tap into.
Chanters are able to compose and use a variety of special verbal spells called Chants. These can have effects on the minds and bodies of their teammates, and their enemies.
Difficulty | ★★☆ Intermediate |
Hit Point Increment | 4 or 1d6 + your CON modifier per Chanter level |
Magic Studies |
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Natural Skills |
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You use your special verbal magic to help your allies overcome obstacles. You're very knowledgeable about ancient cultures and customs, which may come in handy when figuring out a puzzle. You use your social skills to resolve disputes amongst the party.
Your interpersonal skills are unmatched. You are usually the voice of your party in challenging social situations. You influence, charm, manipulate, deceive, blackmail, and even seduce your way to accomplishing your goal.
You use your chants to support your teammates in various ways. You can quickly shift focus between healing, support, and offense as needed.
You read, study new songs and chants, and help your team heal while discussing the next plan of action.
When creating a leveled character that starts with this class, consult the Investigator Starting Equipment table to determine what items you start with. You receive all of the items listed for your starting level and all levels below it. You can choose to replace any number of items with their equivalent value in credits (CR).
Level | Feature | Chant Slots | Knowledges | Caster Level | |||||
---|---|---|---|---|---|---|---|---|---|
Basic | App. | Int. | Adv. | Exp. | Mstr. | ||||
1 | Chanter Specialties, Verbal Magic, Basic Chants | 2 | 0 | ||||||
2 | Learning Experience, Specialty Improvement | 3 | 0 | ||||||
3 | Spellcasting, Clear the Mind, Spell Studies | 3 | 1 | ||||||
4 | Natural Skill Improvement | 4 | 1 | ||||||
5 | Apprentice Chants, Spell Studies | 5 | 2 | 2 | |||||
6 | Ability Score Improvement | 5 | 2 | 2 | |||||
7 | Fount of Knowledge | 6 | 3 | +1 | 2 | ||||
8 | Specialty Improvement, Spell Studies | 6 | 3 | +1 | 3 | ||||
9 | Unshakeable Resolve, Natural Skill Improvement | 6 | 4 | +2 | 3 | ||||
10 | Intermediate Chants, Chanter Bonus | 6 | 4 | 2 | +2 | 3 | |||
11 | Ability Score Improvement | 6 | 5 | 2 | +2 | 3 | |||
12 | Chanter Bonus, Spell Studies | 6 | 5 | 3 | +3 | 4 | |||
13 | Natural Skill Improvement, Learning Experience | 6 | 6 | 3 | +3 | 4 | |||
14 | Specialty Improvement, Chant Blending | 6 | 6 | 4 | +3 | 4 | |||
15 | Advanced Chants, Learning Experience | 6 | 6 | 4 | 2 | +3 | 4 | ||
16 | Spell Studies, Chanter Bonus | 6 | 6 | 5 | 2 | +4 | 5 | ||
17 | Ability Score Improvement | 6 | 6 | 5 | 3 | +4 | 5 | ||
18 | Hyperfocus, Learning Experience | 6 | 6 | 6 | 3 | +4 | 5 | ||
19 | Natural Skill Improvement, Chanter Bonus | 6 | 6 | 6 | 4 | +4 | 5 | ||
20 | Expert Chants, Spell Studies | 6 | 6 | 6 | 4 | 2 | +4 | 6 | |
21 | Learning Experience, Specialty Improvement, Chanter Bonus | 6 | 6 | 6 | 5 | 2 | +5 | 6 | |
22 | Ability Score Improvement | 6 | 6 | 6 | 5 | 3 | +5 | 6 | |
23 | Spell Studies, Learning Experience | 6 | 6 | 6 | 6 | 3 | +5 | 7 | |
24 | Mashup Artist | 6 | 6 | 6 | 6 | 4 | +5 | 7 | |
25 | Master Chants | 6 | 6 | 6 | 6 | 4 | 2 | +5 | 7 |
26 | Learning Experience, Spell Studies | 6 | 6 | 6 | 6 | 5 | 2 | +6 | 8 |
27 | Chanter Bonus, Specialty Improvement | 6 | 6 | 6 | 6 | 5 | 3 | +7 | 8 |
28 | Ability Score Improvement, Learning Experience | 6 | 6 | 6 | 6 | 5 | 4 | +8 | 8 |
29 | Chanter Bonus, Learning Experience, Spell Studies | 6 | 6 | 6 | 6 | 6 | 4 | +9 | 9 |
30 | Storyteller Savant | 6* | 6* | 6* | 6 | 6 | 6 | +10 | 9 |
At Level 1, choose three Natural Skills from the Chanter's Natural Skills list. Then gain one level in your choice of two of the following specialties:
More Info: Verbal Magic
You have the unusual gift of verbal magic. This ability allows you to use your magical abilities to influence the minds and bodies of those around you through your voice. At Level 1, you gain the ability to use Basic Chants. You can use your chant powers a limited number of times per day, as shown in the Chanter table.
You can activate a chant as an action, and stop chanting at any time as a free action. Only one chant can be active at a time. If your concentration is broken, your chant is interrupted.
At Level 1, you learn two Basic chants.
All chants are available as class feats. You may learn additional chants at this level and at higher levels by taking their respective class feats. (You don't need to spend character points on the two chants you choose as part of this feature.)
At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.
Knowledges can't be increased beyond 10 at any level.
At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.
If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..
At Level 3, you may begin to learn and cast spells. Increase your caster level to 1.
Assign initial values to your magical skills. As a Chanter, you have 3 points to spend on these skills, and you can choose from the forms that are a part of your training (Divine and Psionic).
Starting at Level 3, when you unlock your normal spellcasting abilities, you can use your energy to recover expended chant slots.
As a restful action, you can spend one hour to recover any number of Basic-level chant slots. Each slot you recover consumes 10 energy.
At each level where you receive this bonus, you may learn new spells from the Spell Study Guide. This usually, but not always, occurs at each level where your caster level increases.
You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.
At each level you receive this bonus, increase each of your natural skills by one level.
This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.
TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.
At Level 5, you learn two Apprentice-level chants. You gain two Apprentice chant slots, and can learn additional chants by taking their respective class feats. You can recover Apprentice-level chant slots using your Clear the Mind ability at a cost of 20 energy per slot.
At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.
Ability scores can't be increased above 20 using this feature until your overall level reaches 15, and no ability score can be increased above 30 at any level.
After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.
As a Chanter, your verbal magic draws power from your knowledge of the Tolgethic language, and you've spent a great deal of time reading and researching folklore, both ancient and modern. Over time, you've become a well of what you may have thought to be useless information, but you never know when it might come in handy.
Starting at Level 7, you gain a Proficiency Bonus which you can add to checks to Research, Investigate, or Recall Information on any subject. This bonus increases with your level according to the Chanter table.
Starting at Level 9, your ability to multitask while chanting improves. You can perform any number of single-frame actions during your turn without interrupting your chant.
At Level 10, you learn two Intermediate-level chants. You gain two Intermediate chant slots, and can learn additional chants by taking their respective class feats. You can recover Intermediate-level chant slots using your Clear the Mind ability at a cost of 30 energy per slot.
At each level where you receive this bonus, choose one of the following:
Once a chanter hones their gift, they can begin to blend multiple chants together. Starting at Level 14, you gain the ability to have two different chants active at one time.
Activating each chant requires a separate action and expends a chant slot of its respective level. If your concentration is broken, both chants are ended.
At Level 15, you learn two Advanced-level chants. You gain two Advanced chant slots, and can learn additional chants by taking their respective class feats. You can recover Advanced-level chant slots using your Clear the Mind ability at a cost of 50 energy per slot.
At Level 18, your conentration improves and you gain the ability to sustain your chants while performing other tasks. Your chants now continue through any event that would normally break your concentration except for being knocked unconscious or stunned. You have advantage on all Determination saves.
At Level 20, you learn two Expert-level chants. You gain two Expert chant slots, and can learn additional chants by taking their respective class feats. You can recover Expert-level chant slots using your Clear the Mind ability at a cost of 75 energy per slot.
As you near the full potential of your powers, you're able to combine even more chants together. Starting at level 24, you gain the following abilities:
At Level 25, you learn two Master-level chants. You gain two Master chant slots, and can learn additional chants by taking their respective class feats. You can recover Master-level chant slots using your Clear the Mind ability at a cost of 100 energy per slot.
At Level 30, you've truly mastered the art of verbal magic and become a legendary folklorist. You gain the following benefits:
This section shows regular class feats for the Chanter. For a list of chants that can be unlocked as feats, see Verbal Magic.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Your voice, infused with magical energy, is able to easily influence others. During interaction, you may expend a basic chant slot to add a +2 bonus to the outcome of any social skill check. This ability can only be used once per check.
Prerequisite: Apprentice Chants
Expend an Apprentice-level chant slot for a +3 bonus.
Prerequisite: Intermediate Chants
Expend an Intermediate-level chant slot for a +5 bonus.
Prerequisite: Advanced Chants
Expend an Advanced-level chant slot for a +8 bonus.
Prerequisite: Expert Chants
Expend an Expert-level chant slot for a +15 bonus.
Prerequisite: 16 Charisma
You can make a positive impression of your allies. Whenever someone's Relationship to you improves, their relationship to all your allies improves by the same amount.
Prerequisite: Clear the Mind
When you spend energy from a party's shared Dark Energy pool to recover chant slots using Clear the Mind, you recover twice as many slots as normal.
Prerequisite: Chanter Level 6
You can cast standard and quick spells while chanting without breaking your concentration.
Prerequisite: Chanter Level 12
You can cast a sustained spell while chanting without breaking your concentration.
Prerequisite: Chanter Level 7
You can give a calming performance to your allies by reciting a poem, story, or song to help them rest.
You can spend 2 hours of resting time performing. When you do, your allies recover an extra 1d6 hit points per hour of sleep.
Prerequisite: Chanter Level 8
The range of your voice increases to 50 feet.
Prerequisite: Intermediate Chants
During adventuring or resting, you may expend an Intermediate-level chant slot to remove up to 2d8 Injury damage on one ally, and heal them by the same amount.
Prerequisite: Chanter Level 10
You've created a system of code words, gestures, and/or body movements that allow you to communicate secretly with others during conversations. Your allies know your secret code, and anyone who knows it can teach it to another willing creature over the course of one hour.
During interaction, anyone who knows your code can choose to send a message hidden in their speech using it. That creature makes a difficulty 13 Performance skill check to conceal their movements and not draw suspicion to them. On a failure, others may suspect that you're speaking in code. If a creature suspects this, they can make a difficulty 20 Intelligence check to decipher part of your code.
If your secret code is compromised, you can recreate it during a rest and teach the changed version to your allies. This process takes four hours.
Prerequisite: Chanter Level 10
You're incredibly good at telling when a person has ulterior motives. Add your Fount of Knowledge bonus to Sense Motive (Insight) checks.
Prerequisite: Chanter Level 16
You decide to try your hand at Spellcraft the art of creating new spells. As a Chanter, your Spellcraft skill is equal to your current Fount of Knowledge modifier.
Prerequisite: Spellcraft, Chanter Level 20
As an advanced Chanter, you've begun to try composing your own chants.
You gain the ability to craft your own chants. Use the same process as creating a spell. The GM decides the level of the chant and any additional costs.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Charming Voice | ✪25 | Details ▶ | |
Talk Up The Team | ✪75 | 16 Charisma | Details ▶ | |
Communal Meditation | ✪50 | Clear the Mind | Details ▶ | |
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Multitasker | ✪80 | Chanter Level 6 | Details ▶ |
Bedtime Story | ✪40 | Chanter Level 7 | Details ▶ | |
Powerful Voice | ✪50 | Chanter Level 8 | Details ▶ | |
Words of Healing | ✪80 | Intermediate Chants | Details ▶ | |
Cryptic Communication | ✪120 | Chanter Level 10 | Details ▶ | |
See Through Facades | ✪80 | Chanter Level 10 | Details ▶ | |
Spellcraft | ✪100 | Chanter Level 16 | Details ▶ | |
Composer | ✪240 | Spellcraft, Chanter Level 20 | Details ▶ |