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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.

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 either one use of your Bardic Inspiration or a third level spell slot or higher to sing a hymn, affecting creatures in a 15-foot-radius sphere centered on 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.