Bard
Base Class: Bard

Bored of just using one instrument to control literally everyones mind to do basically whatever you want? Well than, how about an orchestra! Control the power of the battle field with your amazing talent and floating bundles of toilet paper. You can either use your spirits for plundering every inch of everyones wealth by playing a band at your local town, or for inflicting a wide range of damage on your enemies with a constant reminder that they're useless against you and your spirits. Best of all, your music band, orchestra, or whatever team of music playing people, only needs to consist of you! So you don't need any other friends or bards to help you out, just your bundles of toilet paper. 

Warrior of Spirits

You are profient in medium armor and shields when you choose this college at level 3, and you know the 2nd level spell spiritual weapon. This spell does not count toward the number of bard spells you know. You cannot use your spells that require your spell casting focus while holding your shield and using a weapon or when weilding a two-handed weapon. When you summon a spirit, you can have the spirit levitate the instrument 5 feet off the ground, but a 1 foot away from you. This means that you can fight with a shield and weapon, but still have your instrument just play itself with the spirit when the spirit is active.     

Duo of Souls

When you choose this college at 3rd level, you learn to summon a spirit for a duration of 1 hour to aid you in battle. You can use a 1st level spell slot to summon this spirit as a 10 minute ritual. When you roll for damage with your spells, you deal an extra 1d4 damage to another creature in your spells range when a spirit is summoned. You do the same type of damage of the spell. You can give this effect to an ally that can hear you as an action that is casting a spell, but only for that spell. You can also heal 1d4 + your charisma modifier of another creatures hit points within 120ft of you as a bonus action. You can only use this ability once when you summon a spirit. This spirit appears a pale white color and is very faintly behind you. When you are attacked, the attacker must succeed a strength check against your spellcasting DC. If the attacker succeeds, the spirit fades out and loses its power to aid you. Another draw back is that you must roll a 1d20 to determine whether your spirit is willing to aid you, or even attempt to possess you. You make a charisma persuasion check against a DC of 10 to determine if the spirit will aid you. If you roll a 1, the spirit will attempt to possess you. If a spirit attemps to possess you, you must make a DC 13 charisma saving throw or be possessed by the evil spirit. When you summon an evil spirit, it appears with a void black color with two faint foggy red eyes. While you are possessed, being attacked can also seperate the spirit from your body if the attacker succeeds the strength check rather than an exercism, and you can see the spirit faintly behind the player.        
   

Spirit Parade

At 6th level, when you summon a spirit, you can use a 1st level spell slot again to summon another. Then you can use a 2nd level spell slot instead to summon another and so on. You can summon spirits at the same time with this trait meaning you can summon 4 spirits with a 3rd level spell slot in about 10 minutes. For each extra spirit you summon, you can deal another 1d4 damage from the Duo of Souls trait. You can also use the healing using the Duo of Souls as well as many times per spirit summoned before having to use the trait again. Each spirit still has the chance of attempting to possess you, but when you are hit with an attack, each good spirit will cling to you like a chain, and you can only seperate with magic. If an evil spirit attempts to possess you but you already have a good spirit, you can make the saving throw again for each good spirit and choose the highest. Instead of ending your connection with the evil spirit with a ritual, you may banish the spirit back to its original plane when you succeed the saving throw. If a ghost or fiend attempts to possess you, you may repeat the saving throw the same way.    

Spirited Orchestra

At 14th level, you can summon an orchestra of spirits by your side, but they are invisible. You spend 8 hours to perform this complex ritual. When all the spirits are summoned, you may play your spell casting focus which must be your instrument. When you play your instrument, it can be heard from 300 feet away. Even deaf creatures can hear the sound. Roll a 10d8. You can either split this number with each of your allies to heal their hit points within those 300 feet (including your own), split that number as damage for any enemies within those 300 feet, or use that number to essentially cast the charm spell but instead using that number as the max amount of hit points being split. If you attempt to deal damage to an enemy using this trait, they must make a wisdom saving throw against your spell save DC with a disadvantage. The damage type has no immunities or resistances since it is yet to me known. When a creature's hit points drop to 0 from this damage, there soul is said to have been taken by your summoned spirits. They take half damage rounded down on a successful save and take no damage if half of the damage equals less than 1. Once you perform this ritual, you must use its power in the next 10 minutes, or the spirits will leave and you can't use the orchestral power at all. Once you perform this ritual, you can't perform it again untill 7 days have passed. To heal, damage, or charm a creature, you must know of the creatures location and you must know about the creature in general.        

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