Base Class: Bard
The intoners of the College of Witchcraft keep the secrets of their arcane songs to themselves. These songs are charged with magical energy so that their sounds can pierce through the veil between the planes, reaching the astral home of spirits where the living cannot tread. The songs are then used as invitations -- or lures -- for specific spirits to cross the veil and manifest themselves in a specific location. With these spirits, the Intoner dominates the flow of battle, invoking specific spirits to change the tempo of the battlefield to their whim.
Witchmark:
Witchmark for intoners are usually placed on the neck or chest to signify how their voices have been altered and enhanced with arcane energy through witchmark. Some intoners have thin vertical lines that go from the bottom of their chin to the center of their chest to simulate the strings of a violin, and these move when they sing as if they were being plucked. Other Intoners use the musical sheet of a song that has a lot of emotional significance to them as their witchmarks. The f-shaped holes on the body of a violin, or the lyrics to a particularly personal song are also common witchmarks for intoners.
Arcane Voice
Arcane Voice: 3rd level Intoner Feature
Also at 3rd level, you have sufficiently trained your voice to withstand the arcane power you channel through it. Your spellcasting focus is your voice. You can’t lose your spellcasting focus unless you are silenced or otherwise can’t perform verbal components. All spells you cast have a verbal component, even if the spell doesn’t specify it.
You can use your voice to commune with the spirits that dwell beyond the veil and ask for their wisdom. At the end of a long rest, you can spend 10 minutes singing a song that draws forth a specific spirit to grant you additional proficiencies:
- Healer: Proficiency with Healer’s Kit
- Thief: Proficiency with Thieves’ Tools
- Thespian: Proficiency with Disguise Kit
- Pirate: Proficiency with Navigator’s Tools and Water Vehicles
- Farmer: Proficiency with Land Vehicles
- Scholar: Proficiency in an additional language of your choice
This does not give you any tools, only the proficiencies in using them. You lose every proficiency or language you have acquired through this ability when your hit points are reduced to 0 or after the next long rest.
Spiritual Knowledge - Farmer
Farmer: Proficiency with Land Vehicles
Spiritual Knowledge - Healer
Healer: Proficiency with Healer’s Kit
Spiritual Knowledge - Pirate
Pirate: Proficiency with Navigator’s Tools and Water Vehicles
Spiritual Knowledge - Scholar
Scholar: Proficiency in an additional language of your choice
Spiritual Knowledge - Thespian
Thespian: Proficiency with Disguise Kit
Spiritual Knowledge - Thief
Thief: Proficiency with Thieves’ Tools
Song Of The Spirits
At 3rd level, you are able to use song to summon spirits through the veil and into the material plane to your aid. When you finish a long rest, you prepare a number of songs equal to your charisma modifier. Preparing a song requires that you spend time warming up your voice to reach across the veil into the astral plane: 2 minutes per song prepared.
As an action, you can spend up to three uses of your Bardic Inspiration to sing a specific song, creating an aura. The size of the aura depends on how many uses of Bardic Inspiration you have consumed:
- 1 use creates an aura with a radius of 5 feet.
- 2 uses creates an aura with a radius of 10 feet.
- and 3 uses creates an aura with a 15 feet radius.
Once you’ve started singing, you can use a bonus action on each of your turns to continue your current song without spending any further uses of Bardic Inspiration. If you don’t use your bonus action to continue singing, the song ends and you have to spend Bardic Inspiration to sing again. A song automatically ends if you hit 0 hit points. While you’re singing, your movement is reduced by half.
You can’t sing two different songs at the same time. Starting a new song immediately ends the effects of the previous song, and you must spend new uses of Bardic Inspiration to sing again.
- Song of the Nurses: You summon the spirits of healers and caretakers, surrounding you with an aura of a soothing spectral mist. All unconscious creatures, regardless of whether they are hostile or friendly, are stabilized as soon as they enter the song’s aura.
- Song of the Thieves: You summon the spirits of pickpockets and brigands to your aid, surrounding you with an aura of shadow. Friendly creatures within the aura have advantage on Sleight of Hand (Dexterity) and on Stealth (Dexterity) checks.
- Song of the Wildlings: You summon the spirits of those who live in lush expanses of wilderness, surrounding you with an aura filled with spectral plants and greenery. The aura is considered magical difficult terrain for any creature hostile to you or your allies.
- Song of the Poets: You summon the spirits of lyricists and thespians, surrounding you with an aura of spectral floating words. Whenever a creature within the aura uses Bardic Inspiration, they can reroll the die. They can choose whichever roll they wish.
- Song of the Lovers: You summon the spirits of fortunate and star-crossed lovers, surrounding you with an aura filled with spirits dancing an eternal waltz. Friendly creatures within the aura Performance (Charisma) checks and Charisma saving throws with advantage.
- Song of the Pious: You summon the spirits of priests and devout believers, surrounding you with an aura filled with spectral eyes. Friendly creatures within the aura have advantage when rolling against a charm or when rolling to see through illusions.
- Song of the Warriors: You summon the spirits of champions and combatants, surrounding you with an aura filled with the spectral shapes of great warriors of old. Friendly creatures within the aura cannot be frightened, and enjoy an additional 5 feet of movement as long as they move directly towards an enemy.
- Song of the Inquisitors: You summon the spirits of sleuths and detectives, surrounding you with an aura of inquisitive spectral eyes. Creatures within the aura have advantage on Perception (Wisdom) and Investigation (Intelligence) checks.
- Song of the Slain: You summon the spirits of those who met their end violently or far too soon, surrounding you with an aura filled with spectral graves. All creatures within the aura, regardless of whether they are hostile or friendly, lose one damage resistance. If they have more than one, the GM chooses which one is lost.
- Song of the Champions: You summon the spirits of those that led armies in glorious battles, surrounding you with an aura filled with spectral weapons planted in the ground. Friendly creatures within the aura can choose to reroll one damage die per attack. They must take the new roll.
Song Of The Champions
Song of the Champions: You summon the spirits of those that led armies in glorious battles, surrounding you with an aura filled with spectral weapons planted in the ground. Friendly creatures within the aura can choose to reroll one damage die per attack. They must take the new roll.
Song Of The Inquisitors
Song of the Inquisitors: You summon the spirits of sleuths and detectives, surrounding you with an aura of inquisitive spectral eyes. Creatures within the aura have advantage on Perception (Wisdom) and Investigation (Intelligence) checks.
Song Of The Lovers
Song of the Lovers: You summon the spirits of fortunate and star-crossed lovers, surrounding you with an aura filled with spirits dancing an eternal waltz. Friendly creatures within the aura Performance (Charisma) checks and Charisma saving throws with advantage.
Song Of The Nurses
Song of the Nurses: You summon the spirits of healers and caretakers, surrounding you with an aura of a soothing spectral mist. All unconscious creatures, regardless of whether they are hostile or friendly, are stabilized as soon as they enter the song’s aura.
Song Of The Pious
Song of the Pious: You summon the spirits of priests and devout believers, surrounding you with an aura filled with spectral eyes. Friendly creatures within the aura have advantage when rolling against a charm or when rolling to see through illusions.
Song Of The Poets
Song of the Poets: You summon the spirits of lyricists and thespians, surrounding you with an aura of spectral floating words. Whenever a creature within the aura uses Bardic Inspiration, they can reroll the die. They can choose whichever roll they wish.
Song Of The Slain
Song of the Slain: You summon the spirits of those who met their end violently or far too soon, surrounding you with an aura filled with spectral graves. All creatures within the aura, regardless of whether they are hostile or friendly, lose one damage resistance. If they have more than one, the GM chooses which one is lost.
Song Of The Thieves
Song of the Thieves: You summon the spirits of pickpockets and brigands to your aid, surrounding you with an aura of shadow. Friendly creatures within the aura have advantage on Sleight of Hand (Dexterity) and on Stealth (Dexterity) checks.
Song Of The Warriors
Song of the Warriors: You summon the spirits of champions and combatants, surrounding you with an aura filled with the spectral shapes of great warriors of old. Friendly creatures within the aura cannot be frightened, and enjoy an additional 5 feet of movement as long as they move directly towards an enemy.
Song Of The Wildlings
Song of the Wildlings: You summon the spirits of those who live in lush expanses of wilderness, surrounding you with an aura filled with spectral plants and greenery. The aura is considered magical difficult terrain for any creature hostile to you or your allies.
Hymn Of The Spirits
At 6th level, you are able to summon the spirits of beings far beyond the ethereal plane to come to your aid for a short period of time. As an action, you can spend 1 use of your bardic inspiration to sing a hymn, affecting creatures in a 10-foot cube originating from you until the end of your next turn. You are able to produce both a Song of the Spirits and a Hymn of the Spirits at the same time. When you do so, your voice gains a polyphonic, ethereal quality to it.
- Hymn of the Elementals: You summon the spirits of the primal elements, creating a burst of elemental energy. Roll an inspiration die and choose an element: fire, cold, or lightning. Until the end of your next turn, all friendly creatures within the hymn’s area of effect add damage of that type equal to the roll of your inspiration die to their spell attacks.
- Hymn of the Shadows: You summon the spirits of those who lurk in planes filled with shadow, creating a burst of arcane darkness. Until the end of your next turn, friendly creatures within the hymn’s area of effect can’t provoke attacks of opportunity, and gain an additional 10 feet of movement.
- Hymn of the Fey: You summon the spirits of those who rule over ancient magical forests, creating a burst of fey mist. Roll an inspiration die. Until the end of your next turn, all friendly creatures within the hymn’s area of effect can’t be charmed, and add the number you rolled on your inspiration die to their spell save DC when they try to charm another creature.
- Hymn of the Celestials: You summon the spirits of those who rule the heavens, creating a burst of golden clouds. Roll an inspiration die. All friendly creatures within the hymn’s area of effect gain the amount rolled in temporary hit points.
- Hymn of the Devils: You summon the spirits of those who rule the hells, creating a burst of caustic smoke and soot. Hostile creatures within the hymn’s area of effect must make a Charisma saving throw against your spell save DC. On a failure, they have disadvantage on wisdom saving throws until the end of your next turn.
Spiritual Choir
At 14th level, you are able to sing with all the voices of the spirits you summon in a one-person choir of arcane music. When singing a Song of Spirits, you can spend an additional use of Bardic Inspiration to choose a second song to sing. The effects of both songs are now simultaneously active in the same aura. If you use your bardic inspiration to sing a new song while two are already active, choose the one that is replaced by the new song.
Previous Versions
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