The Intoner
Source: Hexbound
Bards of the College of Witchcraft are called Intoners. They specialize in calling spirits through the use of songs. Intoners do not use musical instruments other than their own voices to cast their magic, and as a result must train their vocal chords rigorously for them to withstand the arcane energy required to summon spirits. The training takes years, as mastering any branch of witchcraft often does. 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
Witchmarks for Intoners are usually placed on the neck or chest to signify how their voices have been altered and enhanced with arcane energy through witchcraft. 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 emotion - al significance to them as their witch - marks. The f-shaped holes on the body of a violin, or the lyrics to a particularly personal song are also common witchmarks for Intoners.
Song of the Spirits
At 3rd level, you are able to use songs 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 15 feet.
- 2 uses creates an aura with a radius of 25 feet.
- 3 uses creates an aura with a radius of 35 feet.
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 reach 0 hit points. When casting a spell requiring verbal components while singing, the verbal components of the spell are replaced with singing. 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 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 make 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 feathers. Friendly creatures within the aura have ad- vantage when rolling against a charm or when rolling to see through illusions.
- 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 Courtiers: You summon the spirits of nobles speaking in hushed whispers, surrounding you with an aura filled with spectral fans. Hostile creatures in this aura have disadvantage on saving throws against being charmed.
- 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 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. Additionally, while inside the aura, friendly creatures gain an extra 5 feet of movement that can only be used to move directly towards an enemy.
- 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.