Bard
Base Class: Bard

Many tribes and clans that live in monster infested area's face constant danger, and with the danger comes the need to adapt to their environments, gaining power from it. through the ancient rites and chants of the tribe, bards of the bone hunt use their methods of hymns and tribal performances to commune with the spirits of their slain monsters, and gain their strength. This is done in two methods, warriors and shaman, who preform the ancient rites for different results.

Warriors of bone sing their ancient chants to commune with the spirits of monster they've slain to bolster their power, gaining greater strength and power to defend the tribe. Shamans commune and command the spirits of monsters to bolster their spell work to aid the tribe.

Regardless of how, all must heed the call of the bone hunt, and hope they do not become the hunter's prey

(this is my first homebrew, be gentle)

Instrument of Bone

You gain proficiency in leatherworking tools, and use them to create an instrument of bone, one of two choices,

You create a weapon of bone, being any martial or simple weapon you already have proficiency with, and acts as a spell casting focus.

When you hit with this weapon, you can spend a bardic inspiration die to deal an extra 2d6 damage, the type which is determined by the type of bone used to make the weapon,

Bone of Wyvern (fire or poison / Bone of Beast (slashing, piecing or bludgeoning)/ Bone of Fiend (necrotic or frost)

Damage scales with level, going to 3d6 at 5, 5d6 at 10 and 8d6 at 15.

Focus of Bone:

You gain access to the Find familiar spell as a ritual, and can create a familiar made of bone, as well as create a spell casting focus made of bone of any reasonable shape or type you want and acts as the spell casting focus of your bard spells, and is a +1 spell focus.

The bonus increases as you level, becoming a +2 at level 10, and +3 at level 17

You can spend one bardic inspiration die to augment the power of any spell cast from your bone focus, adding 2d6 damage of a type based on the bone type used to make the focus:(fire/poison), beast(slashing/piercing/bludgeoning), fiend(necrotic/frost). 

the damage scales with your level, 3d6 at 5th, 5d6 at 10th, and 8d6 at 15th.

 

Focus of Bone

You gain access to the Find familiar spell as a ritual, and can create a familiar made of bone, as well as create a spell casting focus made of bone of any reasonable shape or type you want and acts as the spell casting focus of your bard spells, and is a +1 spell focus.

The bonus increases as you level, becoming a +2 at level 10, and +3 at level 17

You can spend one bardic inspiration die to augment the power of any spell cast from your bone focus, adding 2d6 damage of a type based on the bone type used to make the focus:(fire/poison), beast(slashing/piercing/bludgeoning), fiend(necrotic/frost). 

the damage scales with your level, 3d6 at 5th, 5d6 at 10th, and 8d6 at 15th.

Weapon of bone

You create a weapon of bone, being any martial or simple weapon you already have proficiency with, and acts as a spell casting focus.

When you hit with this weapon, you can spend a bardic inspiration die to deal an extra 2d6 damage, the type which is determined by the type of bone used to make the weapon,

Bone of Wyvern (fire or poison / Bone of Beast (slashing, piecing or bludgeoning)/ Bone of Fiend (necrotic or frost)

Damage scales with level, going to 3d6 at 5, 5d6 at 10 and 8d6 at 15.

Spirit of the slain

You can communicate with the spirits of those bones you use, you gain the Augury and Animal Messenger (if you don't already have it) spells as ritual spells, the animal messenger summoning a small skeletal animal for you to use. 

Channeling the spirits can be done through your very senses, doing so can have a verity of visual effects from a change in ye color and shape, small glow around your person, or the constant rattle of bones. For one minute as an action, you can, up to your Charisma modifier, gain proficiency (or double if you already have it) on perception and survival checks, uses reset on a long rest.

Vestments of Bone

Augment your apparel with the bones and spirits of slain monsters, Choose between robes or armor of bone, depending on your armor proficiency and augment your armor with a +1 bonus (add bonus even if they already have a bonus) with the bonus increasing to +2 at level 17.

 

You can chose a completely different bone type than your instrument, and it takes a full long rest to create or recreate a vestment, in which you can change the bone type as you recreate it. You cannot, however, work on both the instrument and the vestments, each take a full long rest alone to complete. 

Armor of Bone

Armor of Bone: choose one set of heavy or medium armor you proficient with: as a bonus action, add your constitution Modifier to  your ac, and gain resistance to all damage types of a chosen bone type: wyvern (fire/poison), beast(slashing/piercing/bludgeoning), fiend(necrotic/frost), you can use up to charisma modifier and resets on long rest.

Robes of bone

Robes of Bone: choose one set of light armor or medium you are proficient in, as a bonus action, add your charisma Modifier to your ac. As a bonus action, you can summon up to your charisma modifier of skeletal minions, see stats below, lasting for one minute. You can do this a number of times equal to charisma modifier per long rest, and can expend one charge to extent time up. Creature look and damage type dependent on type of bone: wyvern (fire/poison), beast(slashing/piercing/bludgeoning), fiend(necrotic/frost). 

(monster is Skeletal Monster) - https://www.dndbeyond.com/monsters/1190836-skeletal-monster

Primordial Monster Spirit

As you have gained strength, so have the spirits of the monsters you carry and channel, becoming primordial power. Choose one of the options below, you can change to the other option at a long rest, but then cannot change vestments or instrument. Effect lasts one minute and can be used twice per day.

 

Spirit of the Shaman

Spirit of the Shaman: Channel your primordial power into becoming a spiritual master, as a bonus action, expend one spell slot of 5th level or above and gain a pool of 12d8(+ 2d8 for every spell level above 5) dice of primordial power. From there, you can spend one bonus action expending this pool in one of three ways, either adding damage to your spell attacks, healing yourself or an ally within 60 ft., or boosting the attack damage of your Skeletal monsters. For either cases, the most of the pool you can use is 2d8(+1d8 for every spell level above 5 used in cast). This effect will remain for one minute, in which, if there are any d8 in the primordial pool unused, you suffer a rebound. you take the full about of d8's remaining as damage, and cannot take actions for a number of rounds equal to the number of d8's remaining. The damage type of this pool is dependent on the type of monster spirit you want to channel, only choosing one damage type, you can choose a an option separate from your other bone types: wyvern(fire/poison), beast(slashing/piercing/bludgeoning), fiend(necrotic/frost)

Spirit of the Warrior

Spirit Of the Warrior: Channel your primordial power into becoming a bastion of battle, as a bonus action, expend one spell slot of 5th level or above and gain a pool of 12d8(+ 2d8 for every spell level above 5) dice of primordial power. From there, you can spend one bonus action expending this pool in one of two ways, either adding damage to your weapon attacks, or healing yourself or an ally within touch range. For either cases, the most of the pool you can use is 2d8(+id8 for every spell level above 5 used in cast). This effect will remain for one minute, in which, if there are any d8 in the primordial pool unused, you suffer a rebound. you take the full about of d8's remaining as damage, and cannot take actions for a number of rounds equal to the number of d8's remaining. The damage type of this pool is dependent on the type of monster spirit you want to channel, only choosing one damage type, you can choose a an option separate from your other bone types: wyvern(fire/poison), beast(slashing/piercing/bludgeoning), fiend(necrotic/frost)

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