D&D Homebrew Class - The Songhunter (KPop Demon Hunters Class)

    A homebrew class of purehearted idols for Dungeons & Dragons 3e/3.5 edition, created by Aboleth Eye!  Inspired by the 2025 Netflix original animated movie KPop Demon Hunters!
    
As always, though this homebrew was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye

    Songhunters are a rare bardic talent.  Rather than grant others with musical aid and channel spells to heal or charm, they manifest harmonic energies into magical weapons and dance through danger, in sync with the rhythm of battle.  Everywhere a Songhunter treads is a stage, and they are stalwart and inspirational defenders of the Material Plane.  
    Typically Songhunters are trained rather than naturally able to conjure their sacred weapons.  There are several ancient orders of Songhunters on the Material Plane, sworn to defend their homelands and their plane of existence from the corruption of fiends of the Lower Planes.  

    Songhunter traditions are kept secret from the general populace, only taught in sacred places devoted spiritually to concepts of harmony or in temples devoted to gods of music and dance.  Paladin orders believe Songhunters to be hedonistic and untamable compared to their ranks, mostly because the talents for both paths often overlap.   Bards, however, are fascinated by the powers of Songhunters and often accompany them on instruments to bolster these harmonic protectors.
    Every generation, some Songhunters are chosen to leave their temple or school, tasked to travel the Material Plane to face evil wherever it sprouts.  They often take on the guise of  traveling troubadours, singers of traditional songs or even performing idols to avoid speculation about their true abilities. 
    Creatures of evil intent, especially outsiders from the Lower Planes, target wandering Songhunters due to the celestial weapons and abilities they possess.  But they are more than simple warriors swinging sacred armaments--Songhunters understand music has the power to bring courage and bring light to frightened hearts and souls.  The harmonic aspirations of Songhunters goes beyond eradicating evil for their own sake; they seek to nurture joy and goodness so that evil has no footholds in their beloved world.  They enjoy showcasing their talents by performing to big crowds in new locales, inspiring the good-hearted and identifying those with evil or fiendish intent watching them with disgust.
    Rarely, a group of Songhunters in their travels may come together and form a travelling band of idols and singers.  Together, they raise their voices to strengthen one another and bring darkness to the light.  Perhaps hunters such as these can eventually gather the allies and strength to challenge the Lower Planes directly and sever the pathways the archdevils and demon princes take to corrupt and devour the innocent?  Who knows what isn't possible with such a party of Songhunters and equally righteous heroes?


Traditional Korean Geommu Sword Dance
via Wikimedia Commons
By Korea.net / Korean Culture and Information Service, 
CC BY-SA 2.0Link

Class Details

Abilities:  Songhunters benefit from any abilities martial classes do--Strength, Dexterity and Constitution are very useful.  However, their bardic music-based abilities benefit from a Charisma.  Harmonic blades, their weapon of choice, are typically Dexterity or Strength reliant, depending on the weapon's shape at high levels.  

Alignment: cannot be evil

Hit Dice: d8

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Perform (any) (Cha), Speak Language (Int), Spot (Wis), Tumble (Dex)

Skill Points per Level: 4 + Intelligence bonus, quadruple at 1st level

Special: Songhunter is considered as a Soulknife for purposes of abilities, feats, classes, etc.; the two classes do not stack their abilities.  A Songhunter cannot multiclass as a Soulknife or other similar class capable of manifesting special weapons at-will.
    Additionally, Harmonic Blade is treated as Mind Blade for purposes of feats, classes, items, etc. 

Table: The Songhunter Class

LevelBABFortRefWillSpecial
1st+0+0+2+2Bardic Music, Countersong, Fascinate, Harmonic Blade
2nd+1+0+3+3Throw Harmonic Blade
3rd+2+1+3+3Inspire Awe
4th+3+1+4+4Harmonic Blade (+1)
5th+3+1+4+4Free Draw, Shape Harmonic Blade
6th+4+2+5+5Choreography, Harmonic Enhancement +1
7th+5+2+5+5 
8th+6/+1+2+6+6Harmonic Blade(+2)
9th+6/+1+3+6+6Resist Outsider Might, Suggestion
10th+7/+2+3+7+7 
11th+8/+3+3+7+7Harmonic Enhancement +2
12th+9/+4+4+8+8Harmonic Blade (+3)
13th+9/+4+4+8+8Song of Freedom
14th+10/+5+4+9+9Harmonic Enhancement +3
15th+11/+6/+1+5+9+9 
16th+12/+7/+2+5+10+10Harmonic Blade (+4)
17th+12/+7/+2+5+10+10Multiple Throw
18th+13/+8/+3+6+11+11Disrupting Refrain, Harmonic Enhancement +4
19th+14/+9/+4+6+11+11 
20th+15/+10/+5+6+12+12Harmonic Blade (+5)

Class Features

Weapon and Armor Proficiencies:  Songhunters are proficient with all simple weapons, with their own bladelimbs.
    
They are also proficient with light armor and shields (except tower shields).

Harmonic Blade (Su):    As a move action, a Songhunter can create a personal semisolid blade composed of magical energy.  The blade is identical in all ways (except visually) to a shortsword of a size appropriate for its wielder.  Songhunters smaller or larger than Medium create weapons appropriate for their size, with a corresponding change to the blade's damage.  The wielder of a harmonic blade gains the usual benefits to their attack roll and damage roll from a high Strength bonus.
    
The harmonic blade can be sundered (it has Hardness 10 and 10 hit points), and it can be disarmed.  However, a Songhunter can create another as a move action.  The moment they relinquish their grip on their blade (such as it being sundered or disarmed) it dissipates. 
    
harmonic blade is considered magical for the purpose of overcoming damage reduction.
    
Songhunters can use feats such as Power Attack, Weapon Finesse or Combat Expertise in conjunction with the blade, just as if it were a normal weapon.  They can also choose harmonic blade for feats requiring a specific weapon choice, such as Weapon Specialization.  Powers or spells that temporarily enhance weapons can be used on a harmonic blade.
    
A Songhunter's blade improves as the character gains higher levels.  At 4th level and every four levels thereafter, the Songhunter gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
    
Because it is a magical weapon, in places where magical effects do not normally function (such as within an antimagic field), a Songhunter can attempt to sustain their blade by making a DC 20 Will save upon first encountering with the effect, or at the start of their next turn.  On a successful save, the character maintains their harmonic blade for a number of rounds equal to their class level before it needs to be checked again.  On an unsuccessful attempt, the harmonic blade vanishes.  As a move action on their turn, the Songhunter can attempt a new Will save to rematerialize the blade while they remain within the magic-negating effect.

Bardic Music:    Once per day per class level, a Soulhunter can use their singing abiltiy and rhythm to to produce magical effects on those around them (usually including themselves, if desired).  While these abilities fall under the category of bardic music and the descriptions discuss singing or dancing, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, or playing an instrument in combination with some spoken performance. 
    Each ability requires both a minimum effective Songhunter level and a minimum number of ranks in the Perform skill to qualify.  If a 
Songhunter does not have the required number of ranks in at least one Perform skill, they do not gain the bardic music ability until the needed ranks are acquired.
    Starting a bardic music effect is a standard action.  Some bardic music abilities require concentration, which means the Songhunter must take a standard action each round to maintain the ability.  Even while using bardic music that doesn't require concentration, a Songhunter cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands).  Just as for casting a spell with a verbal component, a deaf Songhunter has a 20% chance to fail when attempting to use bardic music.  If they fail, the attempt still counts against their daily limit.

Countersong (Su): A Songhunter with 3 or more ranks in a Perform skill can use their musical talent to counter magical effects that depend on sound (but not spells that simply have verbal components).  Each round of the countersong, they make a Perform check. Any creature within 30 feet of the Songhunter (including the hunter themselves) that is affected by a sonic or language-dependent magical attack may use the resulting Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher.
    
If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the performance, but it must use the Perform check result for the save.  Countersong has no effect against effects that don't allow saves.  The Songhunter may keep up the countersong for 10 rounds.

Fascinate (Sp):    A Songhunter with 3 or more ranks in a Perform (song) can use music to cause one or more creatures to become fascinated with them.  Each creature to be fascinated must be within 90 feet, able to see and hear the Songhunter, and able to pay attention to then. The Songhunter must also be able to see the targeted creature.  The distraction of a nearby combat or other dangers prevents the ability from working.
    For every three levels a Songhunter attains beyond 1st, they can target one additional creature with a single use of this ability.
    
To use the ability, a Songhunter makes a Perform check.  Their check result is the DC for each affected creature’s Will save against the effect.  If a creature’s saving throw succeeds, the Songhunter cannot attempt to fascinate that creature again for 24 hours. 
    
If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level).  While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks.  Any potential threat requires the Songhunter to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
    
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.  Fascinate is an enchantment (compulsion), mind-affecting ability.

Throw Harmonic Blade (Ex): A Songhunter of 2nd level or higher can throw their harmonic blade as a ranged weapon, with a range increment of 30 feet.  Whether or not the attack hits, a thrown harmonic blade then dissipates.

Inspire Awe (Su): A Songhunter with 6 or more ranks in a Perform skill can use song or dances to inspire awe in their enemies, rendering them shaken.  To be affected, an enemy must be within 30 feet and be able to hear the hunter perform.  The effect lasts for as long as the enemy hears the performance and for 1 round thereafter.  Each enemy can attempt a Will save to negate the effect; the DC is equal to the Songhunter's Perform check result. 
    Regardless of the success or failure of the save, no creature can be affected by inspire awe more than once in a 24-hour period.  Inspire awe is a mind-affecting fear effect.
    A
t 8th level, the range of this effect extends to 60 feet.
    At 14th level, the effect lasts for 5 rounds after the enemy can no longer hear the Songhunter perform.
    A
t 20th level, any enemy who fails to their saving throw becomes frightened for 1 round, then shaken for the remainder of the duration.

Free Draw (Su):     At 5th level, a Songhunter becomes able to materialize their harmonic blade as a free action instead of a move action, once per round.

Shape Harmonic Blade(Su):     At 5th level, a Songhunter gains the ability to change the form of their harmonic blade.  As a full-round action, they can change their harmonic blade to replicate the properties of a shortsword, glaive or two daggers.  The weapon retains its shape with no duration limit.
    
Alternatively, a Songhunter can split their harmonic blade into two identical daggers, suitable for two-weapon fighting. (The normal penalties for fighting with two weapons apply.)  However, blades in this split form will have their enhancement bonuses each reduced by 1 (minimum +0).  

Choreography (Sp): A Songhunter with 9 or more ranks in a Perform skill can sync to the battlefield like it is only a busy stage, dancing around sudden danger.  As a standard action on their turn, a Songhunter may spend a daily use of Bardic Music to gain a temporary bonus to their AC equal to their Charisma modifier (if any).  While Choreography is in effect, as a Songhunter additionally gains a temporary morale bonus to Climb, Jump, Perform (dance), Perform (acrobatics) and Tumble checks equal to half their Songhunter level, rounded down.
    This bonuses to AC applies even against touch attacks or when the Songhunter is flat-footed.  They lose these bonuses if they are immobilized or helpless, when wearing medium or heavier armor or a shield, and/ or if they carry a medium or heavy load.
    A single use of Choreography can be maintained as a swift action for up to one round per class level, so long as the Songhunter concentrates.  Once activated, the Songhunter loses the benefits of Choreography immediately if they start using a different Bardic Music ability, or if they become deafened, stunned or unconscious. They may take standard, move and full-round actions as normal while using Choreography, so long as they spend a swift action each turn to maintain the effect. 

Harmonic Enhancement (Su): At 6th level, a Songhunter gains an enhancement to their harmonic blade in any form.  They can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
    
At every four levels beyond 6th (10th, 14th, and 18th), the total value of the enhancements a Songhunter can add to their weapon improves to +2, +3, and +4, respectively.  A Songhunter can choose any combination of weapon special abilities that does not exceed the total allowed by their class level.
    
The weapon ability or abilities remain the same every time the Songhunter materializes the harmonic blade (unless they decide to reassign its abilities; see below).  The ability or abilities apply to any form the blade takes, including the use of the shape weapon or bladewind class abilities.
    
A Songhunter can reassign the ability or abilities of their harmonic blade upon reaching any even level.  To do so, they must first spend 8 hours performing a special ritual, creating a new musical score attuned to the weapon.  After that period, the blade will materialize with the new ability or combination of abilities selected by the Songhunter.
    
E.g.: an 11th-level Songhunter has access to up to a +2 enhancement.  They could make their blade both flaming and keen (each a +1 value); or a singular +2 value enhancement like metalline or flaming burst.

Special Ability Enhancement Value
Bane
(aberrations, evil subtype or undead only)
 +1
Defending +1
Keen +1
Flaming +1
Lucky +1
Mighty cleaving +1
Sonic +1
Sundering +1
Vicious +1
Banishing (MIC) +2
Collision +2
Flaming Burst +2
Holy +2
Metalline +2
Sonic Burst +2
Suppression (dispel magic/ psionics) +2
Bodyfeeder +3
Soulbreaker +3
Speed +3

Resist Extraplanar Might (Ex):  Starting at 9th level, a Songhunter gains a +2 bonus on saving throws against the spell-like abilities of outsiders.

Suggestion (Sp): A Songhunter of 9th level or higher with 12 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature they have already fascinated (see above).  Using this ability does not break the hunter's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
    M
aking a suggestion doesn't count against a Songhunter's daily limit on bardic music performances.  A Will saving throw (DC 10 + 1/2 Songhunter's class level + their Charisma modifier) negates the effect.  This ability affects only a single creature.  Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Song of Freedom (Sp): A Songhunter of 13th level or higher with 16 or more ranks in a Perform skill can use music or dances to create an effect equivalent to the break enchantment spell (caster level equals the character's class level).  Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet.  A Songhunter can't use song of freedom on themselves.

Multiple Throw (Ex): At 17th level and higher, a Songhunter can throw a number of harmonic blades per round equal to the number of melee attacks they could make in a full-attack action.

Disrupting Refrain (Su): A 18th level Songhunter with 21 ranks in any Perform skill may heighten a performance with a burst of harmonic energy.  If a Songhunter begins their turn maintaining a bardic music effect (such as Choreography or Inspire Awe), as a free action once per turn they may spend an additional daily use of bardic music to cause the next attacks with their harmonic blade to automatically confirm critical hits and treat their critical damage multiplier to increase by 1.  Disrupting refrain's effect lasts only on attacks make during the Songhunter's turn.
    
While attacking a creature would end the effects of Inspire Awe on affected targets, the Songhunter may use Disrupting Refrain without having to end the effects of Choreography on themselves.  

Ex-Songhunters:

    A Songhunter who is no longer good-aligned cannot gain new levels as a Songhunter but retains all their Songhunter class abilities.  If they instead become evil-aligned, they lose access to all Songhunter class abilities.
    
An ex-Songhunter can regain their abilities and advancement potential if they atone for their transgressions as appropriate, performing a truly heroic sacrifice or fulfilling a quest against true evil for a high-level cleric (see the atonement spell).

Alternate Class Features

  • Counter Summoning (Su):
    • Level: 13th
    • Prerequisites: 5 ranks in Knowledge (the planes), considered to have the extraplanar subtype on the Material Plane, or has visited another plane
    • Replaces: Song of Freedom
    • Benefit:
      • Some Songhunters who walk the planes come to believe that excessive summoning of extraplanar creatures constitutes an abuse of the planes themselves, and they learn to deal with this problem at the source.  The planar Songhunter of 13th level or higher can ready a standard action to counter a summon monster spell or any spell-like ability that summons an extraplanar creature.  
      • This ability functions exactly as a counterspell using dispel magic, except that the hunter must spend Bardic Music uses to make the attempt.  The Songhunter must make a caster level check against a DC of 11 + the opponent's caster level (if the opponent does not have a caster level for its summoning ability, use its Hit Dice instead).  The Songhunter's caster level is considered half their class level for this ability.  For each use of Bardic Music spent beyond the first, the Songhunter receives a +1 bonus to the caster level check.  Success indicates that the spell or spell-like ability is countered.
  • Harmonic Devotion Weapon (Su):
    • Level: 5th
    • Replaces: Shape Harmonic Blade
    • Benefit: 
      • Instead of being able to shape their harmonic blade's form at-will, a 6th level Songhunter may choose to bind their weapon into one additional form only.  The harmonic blade can always become a single dagger, but the available additional weapon forms for a harmonic devotion are as follows: a  quarterstaff, shortsword, longsword, longspear, glaive, monk's spade (SoS), dire flail, or two shortswords or daggers (with the latter two having halved enhancements as normal).
      • Once the additional weapon form is set, a Songhunter cannot change it without conducting a 24-hour ritual and spending 100 gp per class level in sacred oils to reshape their harmonic devotion.  The Songhunter is always proficient with their harmonic devotion, and the weapon deals damage as a normal weapon for the Songhunter's size category.  
  • Symphonic Bow (Su):
    • Level: 5th
    • Changes: Shape Harmonic Blade
    • Benefit: 
      • At 6th level, a Songhunter's ability to reshape their harmonic blade changes.  As a full-round action, they can change their harmonic blade to replicate a shortbow (damage 1d6, 60 ft.-range increment). The symphonic bow maintains the enhancement bonus and abilities possessed by the previous form of the harmonic blade; however, the Songhunter cannot shape their harmonic blade into a shortsword, longspear or two shortswords from then on. 
        • When making attacks with the Symphonic Bow, the Songhunter forms arrows out of pure harmonic energy.  This is an automatic action that requires no effort on the part of the character, but the Songhunter can only form two arrows per round.  As a result, a character with multiple attacks might not be able to make a full attack using the bow. 
        • The Songhunter cannot fire normal arrows using the symphonic bow, and weapon feats based on the harmonic blade - such as Weapon Focus or Improved Critical - do not transfer to the symphonic bow.  The Songhunter does not add their strength bonus to the damage inflicted with the symphonic bow.
      • Improved Symphonic Bow (Su): At 13th level a Songhunter's symphonic bow manifestation ability improves.  They can choose to have the bow instead replicate a composite shortbow (damage 1d6, 70 ft.-range increment) or composite longbow (damage 1d8, 110 ft.-range increment).  The symphonic bow replicates a composite bow matched to the strength of the Songhunter, allowing them to add their Strength modifier to the damage they inflict.  
        • Additionally, they may produce up to three arrows each round when making a full attack. 

Songhunter/Bardic Feats

  • Warding Harmonics [Bardic]
    • Prerequisites: Bardic Music, Knowledge (the planes) 6 ranks, Perform (any) 11 ranks
    • Benefit: Whenever a bard or similar class uses and maintains a Bardic Music effect (such as inspire confidence or fascinate), they may choose to have their performance stabilize the world around them.  In a 30 foot radius of the performing character, teleportation and summoning effects by creatures of any  opposing alignment to the performer have a 50% spell failure chance within the area of effect.  This is in addition to any spell failure the caster may already have.  The area of effect is a 30 foot sphere, including any air space above and the ground the character is standing upon
      • Creatures of opposed alignment that attempt to teleport into or within the area of effect must succeed a Will save or lose the spell slot or spell-like ability use and receive 5d6 points of untyped magic damage.  The save DC equals 15 + the character's Charisma modifier.
      • Creatures of an opposing alignment summoned within the area of effect are stunned for 1d2 rounds unless they succeed a Fortitude save (DC equals 15 + the character's Charisma modifier).  A summoned creature that attempts to enter the area of effect must succeed the save or be stunned 1 round before being allowed to enter the affected radius.
Author's Note

    No surprise where this new class idea came from, huh?  I was blown away by the amazing film KPop Demon Hunters, and it has deservedly gone viral since its release just two weeks ago!  A tale of friendship, truth and slaying evil that preys on our deepest fears--all to an absolutely banging soundtrack!  I have not been able to get the story and songs out of my head since watching it.  Thankfully, I have been able to put that nervous energy into this awesome new class!

    This was a hard class to configure because of the combination Bard and Soulknife elements.  I decided to make them a self-buffing and distracting warrior, rather than simply make them a bard with a sword.  I did not want to step on any other role than I had to--so I kept the soulknife skeleton and turned bardic music into a more active resource for them, rather than a "set it and forget it" vibe like bards normally have.  The Songhunter is far more active on the battlefield, facing the straight lines with a knowing smile and flashy move or two.

    Another element I wanted to bring in from the movie were the devotion to weapons the main characters had.  Also, their ability to make the world around them hinder the seal and hinder the powers of the in-movie demons (i.e. the Honmoon).  But sadly those felt more like options players should get to build into, rather than absolute mechanics and abilities the class needed.  I am happy though I figured out how to express them as options for players.  Every group is different, after all.

    The very very last thing I realized was that I had forgotten about the unique weapons the movie's first generation of Hunters utilize--a bow, a special staff and a pair of swords.  Since I had to weaken the harmonic blade to fit in with the bardic abilities, I decided to make the Harmonic Devotion Weapon option--giving players the chance for extremely unique weapon options, at the cost of only having one special form at a time!  I hope I made the right call; let me know if it works in your own games!

    Wishing your fellow Songhunters many wonderful adventures together!

-- Aboleth Eye