Bard
Base Class: Bard

A masked man with ritualistic markings up his armor. two bones clash together creating a necromantic harmony as the dead rise to the chanting and spirits bolster the dead and the living.

Training of bone and Soul

When you join the College of Bones at 3rd level, You gain proficiency with Medium armor and one artisan tool of your choice, the artisan tool also counts as an arcane focus for you.

Ritual's of bone and Spirit

Also at 3rd level, You learn two Rituals from the list of Ritual's. You can preform a ritual over the course of 10 minutes, the ritual effects a number of creatures equal to your charisma modifier. whenever you finish the ritual expend a use of your bardic inspiration and roll it. the number rolled on the die shows how many hours the effects of the ritual lasts. a creature can only be benefiting from a max of two rituals at once. you learn one additional ritual at level 5, and again at 7th,11th,and 17th level.

Amalgamized Symphonics

At 7th level, You pull and forcefully combine energies of the planes into an Amalgamized form empowering the magic in the air. All creature's effected by the ritual have there spell dc increased by 1 and have advantage on con saves to maintain concentration 

Bonesong Ballad

at 5th level, You call upon the bones of the dead to empower the Strikes of Allies, Whenever a person under the ritual takes the attack action, they make there first attack on there turn at advantage

Celestial Fervor

At 11th level, You take power from the worship of the gods, combing holy symbols and different religious sayings to give you and your allies Celestial Power and insight. All creatures under effect of the ritual gain advantage on insight checks and whenever a creature attempts to make a deliberate lie to those effect they must make a charisma save vs your spell dc, on a failed save they cannot tell that lie.

Dance of raining Arrows

At 17th level, Taking the wind, and the storm. Pull the gods of the hunt and of range. You embed the essence of it into ranged strikes. All creatures effected by the ritual ignore 3/4ths cover with ranged weapon and spell attack rolls, along side whenever a creature effected by the ritual makes a ranged weapon attack they can choose to end the ritual to Unleash a volley of Arrows. in a 30ft sphere all creatures makes a dex save vs your spell dc. On a failed save the creatures in the sphere take 5 rolls of your bardic inspiration die in the  weapons damage type, on a failed save they take half damage.

Diabolic Cohort

At 11th level, With a few old contracts, maybe a favor or two you pull forth a power of one of the devil lords to protect your allies and yourself. Creatures effected by the ritual has advantage on saving throws against charm and fear effects. A creature effected by this ritual can choose to end the ritual on themselves early causing any fear and charm effects on them to end.

Havoc Harmony

At 7th level, You pull from the endless plane of the astral sea, taking from the gods to cause havoc. Creatures effected by the ritual can use there action to unleash a torrent of chaos in a 15ft cone or 30ft line. all creatures in that line makes a wisdom save vs your spell dc, on a failed save they take 4 rolls of your inspiration die in radiant, Psychic or necrotic energy. Once a creature use's this action the ritual ends for them.

Macabre Melisma

For the duration of the ritual, all creatures effected by the ritual grows a thin layer of bone like armor over there skin that glows with necromantic energy, giving them +1 to there armor class

Necroharmonics Rite

at 5th level, Using your base training as a bard you infuse your harmonics with necromantic powers, granting you a boosted ability to inspire. This ritual only effects you, but for its duration whenever you inspire someone and they roll a one on the inspiration dice they keep the die

Nocturne of the Graveyard Muse

You steal the spirit of the moon, or a part of it granting you eye's of the night. All creatures effected by the Ritual gain Darkvision out to 30ft, if they already have Darkvision increase the amount by 30ft, creatures under the effect of the ritual can see in magical darkness as if it was normal darkness.

Sanguis Saltatio

At 17th level, With a prick of blood, a few drops of molten gold and a dance of the gods, you pull the power of the strongest vampires without any of the draw backs. All creatures effected by the ritual while below half there max hp, whenever they deal damage with a melee weapon or melee spell attack they heal a number of hit points equal to there con mod+prof bonus (Minimum of 1).

Serenade of the Shadows

At 5th level, You pull power from the darkness of the world to give Allies the ability to slip around as quiet as the shadows. For the duration of the ritual heavy armor and medium armor does not impose disadvantage of stealth checks, and if they roll below a 5, they get a 5 instead

Unhallowed Harmony

You contort the divine and the Hallowed to your necromantic will to hide yourself and you from. For the duration all creatures under the effects of Unhallowed Harmony cannot have there alignment detected and there creature type detected

Wraith's Waltz

Spirits of dead and dance embrace your allies in a Waltz. For the duration of the ritual all creatures effected gain a +10 to there Walking speed and attacks of opportunity are made with disadvantage

Garden of Bones

At 6th level, you tap your runic tools and melodic energy to call forth a creature of bone or spirit. You learn the Animate dead spell, for you it counts as a bard spell and doesn't count against the number of spells you know. You can cast this spell without spending a spell slot once per long rest.

Master of Ritual's

Starting at 14th level, you've learned to master your crafts at ritual's, by engraving the markings of the Rituals into your very soul you are always empowered by them. At the end of a long rest choose two Ritual's that you know. You bind them to your very soul giving you there effects until you complete a long rest.

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