Witch Bard

Rough Draft - before I hear it, yes it's based on Hexbound witches created by Pointy Hat.

LV 1  Spiritual Instrument, songs beyond tongues

LV 2 The Spirits Sing to me, Diva Armor

LV 3 Spiritual Knowledge, Spiritual Music Writing, Arcane Voice

LV 6 Spiritual Music Performance

LV 8 Singing Dead

LV 9 Arcane Duet

Spiritual Instrument - At first level, You gain an instrument from the spirits, you gain one of the following to play.

    1. Vocal - your vocal cords become even better, channeling magic through your voice gain a +2 to and increase the spell stress you can handle for vocal by +2.

    2. Drummer - Your vocals intertwine with your soul with the spirits giving you a drum; +2 to attacks, when performing a roll against a caster said caster loses concertation if they fail, if successful they gain an advantage on casting their spell.

    3. Glass Jug - as long as you have a jar or a jug in hand it'll become your spiritual glass jug, if not then the jar just stays in it's spiritual form. In physical form reduce incoming damage by 2, in spiritual form give allies a +1 advantage on their turn when casting but cost 1 AP to do so (cannot stack).

    4. Harp - can handle +2 spell stress and other ally casters around you around 10 ft radius or song radius can handle +1 spell stress.

    5. Improvised - You take non-instrument objects allowing you to channel your voice through the object; silence won't work on you and only work on the object you're casting through.

    6. Trumpet - Increase the radius of your songs by +10 ft and spell radius.

Songs beyond tongues - you gain an understanding of what someone is trying to express to you as you hear the music. Even across language.

The spirits sing to me - 2ND level, you start hearing the undead without having to commune but you don't hear them as in speech; no but the music, the music notes, they become written in your mind with each note you hear. For each note you hear for 10 minutes you gain a spell (at your DMs discretion).

You may go to someone to speak to the spirits paying 50 gold to do, pulling others from the other side to hear their songs and gain more spells, the more gold given by 50 gold the more powerful the spell. (Keep in mind the spell stress system)

Diva Armor - your base song radius (10 ft) gain +1 AC for every non ally in said raidus that's alive and conscious.

Spiritual Knowledge - 3rd level, you play an instrument spiritual or not and communicate with the spirits. When resting you may take 10 minutes to learn for the day one thing or have the spirit speak through you to an ally to teach them one thing for that day.

    1. Wizard - +1 LV 1 spell slot

    2. Farmer - gain +1 mastery with farming tools and animal handling

    3. Healer - healing magic heals +2 and advantage on healing.

    4. Actor - +1 mastery to performance and disguises.

    5. Thief - +1 advantage on thieves tools and -1 disadvantage on thieves tools.

    6. Warrior - +2 physical attacks. +1 mastery to swords and shields.

This will not give you any tools. The applied target for this ability loses their effects applied to them from this ability.

Arcane Voice - 3RD level, Your instruments has become other worldly with how you're able to withstand so much more now. When casting a spell you add a verbal component in order to use this when channeling even if the spell doesn't say so. If you do choose to use your voice for channeling magic; only gives half the spell stress. As a defensive action, burn 1 max spell stress to give creatures trying to stop you from singing.

Gain back the max spell stress when you long rest.

Spiritual Music Writing - 3RD level, When you finish a long rest you prepare songs = to your charisma modifier when warming up your practice with 2 minutes per song prepared. You may take another additional 2 minutes to refine the song you're preparing to gain a +1 to rolls with said song. You may reduce your spell stress by up to 3 in order to create an aura around yourself.

1 spell stress max = radius of 10 ft

2 spell stress max = radius of 25 ft

3 spell stress max = radius of 30 ft

4 spell stress max = radius of 40 ft

Once you started singing you can spend 1 spell stress or 1 action point to continue singing your song. Once your spell stress gets too high and or don't spend an action point the song ends. As thus you lose your radius requiring you to have to use more spell stress points.

While playing a song your movement is reduced by half unless you take 1 point of spell stress that turn. Verbal components are replaced by channeled sound.

You cannot sing more than one song at a time. If the HP goes 0 and or unconscious you lose this effect.

You may reduce the radius of the song instead which relieves spell stress, however you cannot go 0 or less ft, you don't gain back spell stress from this if you already expanded out the spell radius with stress.

    1. Song of the Mother - A warm orange glow washes over creatures within the radius, if accepting of the embrace gives them a D6 of HP to heal back every 24 - wisdom mod of seconds, bringing down their hostility until they leave the aura effect.

    2. Song of the Soothing - A pink mist washing over the creatures within the radius, reducing their spell stress by 2 expect the singer.

    3. Song of the Warrior - The weapons and items in hand start to twist and take shape formed by a spirit changing; friendly creatures within the aura add a BD6 to their dmg dice.

    4. Song of Suspense - You summon an other worldly horror that bellows from the depths below as it comes up. All non-ally creatures gain disadvantage and -2 against you.

    5. Song of the Holy - You summon spirits of pure white light and multi-eyed creatures with multiple wings, gain advantage against demons and undead. +2 MA for roll against charms and illusions.

    6. Song of barrier - only creatures within the radius hear you, allies become completely silent however expect to each other.

Spiritual Musical Performance - At LV 6 you and the spirits begin to become one with your performance; word gets around attracting more powerful spirits to aid you for their own amusement or even to help for a just cause or you know, the spotlight. From the center around a 10 ft radius.

    1. Destructive Warrior Song - Sing the song of one warrior; a warrior spirit is summoned inside the center of you. The warrior spirit HP is = to the caster's and will protect the caster from incoming attacks and harm. The Warrior spirit has AC equal to your AC and the same for the rest of the stats.

As long as the warrior is alive and as long as you're singing you and your allies choose one of the following;

    1. Gain a D6 of HP + the caster's charisma modifier.

    2. Attacks gain a D6 of DMG + the caster's charisma modifier.

    3. Your allies gain a charisma modifier to their AC.

The said following effects only apply when the warrior spirit is alive, the song is still being sung, the caster's HP isn't 0 and the caster is still conscious. The effects only apply if the ally is inside the aura.

The warrior deals a D6 of dmg to the targets in the song area once per combat round.

    2. Angel Song - Sing the song of winged spirits, giving you and your non winged allies 30 ft of movement speed of flight. Your allies that can already fly gain 30 additional ft.

    3. Sea Shantae - said allies must be singing, gain +1 mastery to ship crewing, setting sails, tying knots and other ship related activities and 1 ally being given a +2 mastery to water vehicle driving.

    4. Cowboy Country - said allies must be singing, gain +1 mastery to riding and animal handling.

Singing Dead - At LV8, Whenever a creature CR of 1 or higher dies; reduce the spell stress by 1.

Arcane Duet - At LV9, You and another spirit finding kinship with the ability to understand the musical needs of one another, a symbiotic relationship. Two songs can be sung at once, even if you're silenced the spirit can still sing as long as you live. If you are unable to sing for any reason; as long as the spirit isn't singing a song the spirit can instead take over for you singing.

The spirit will not come back and help you unless you spend two minutes experiencing other forms of music and discuss music with it.

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