Bard
Base Class: Bard

The college of omensmiths connects the living with the dead. Ushers of spirits, the omensmiths have a motivation to keep order, but to also affect change. 

Death throes

Starting at level 6, when a creature is knocked unconscious, you may expend a bardic inspiration die to have that creature make an action. Then, that creature falls unconscious. The creature falls unconscious even if it's health is greater than zero. If its health is greater than zero, that creature is stable. Mark the creature with a token. If that creature is healed by any means, remove that token and the target regains consciousness.

Starting at level 14, if the creature's health is greater than zero, that creature no longer falls unconscious immediately after this ability if its health is greater than zero.

Ominous Origins

Once per short rest, if you succeed a death saving throw, you may expend a bardic inspiration die and gain health points equal to the value rolled plus your constitution modifier. 

Once per short rest, if you kill a target using Weave Winder, you regain the use of Weave Winder. Additionally, all enemies within 15 feet must make a intelligence saving throw or suffer half of the damage applied to the target.

Weave Winder

The College of the Omensmith serves to communicate omens and learn from departed souls. Omensmiths use the weave to connect with a departed spirit or tether the living to a new fate.

Once per long rest, you may cast Speak with Dead.

Additionally you gain the spare the dying cantrip. 

Starting at level 3, once per short rest, you may mark a creature with an epitaph. As part of this action, you add a token to that creature. Then, as an action on subsequent turns, you may write to that epitaph and double the number of tokens on that creature. The number of tokens on a target may not exceed the level of the bard.

As an action, the Bard may seal the epitaph and roll bardic inspiration dice equal to the number of tokens on the target. The target must make a intelligence saving throw and take psychic damage equal to the sum of the dice, or half as much on a successful saving throw.

Only one mark of this type may be active on a target and only the Bard who created it may write to it. The mark fades of the Bard falls unconscious. The creature is aware that the mark has been created. 

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