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#### College of Spirits Bard ### Restless Whispers You can reach out to spirits to guide allies or assail enemies.
You learn the guidance & mind sliver cantrips, which don't count against the number of bard cantrips you know.
For you, guidance has a range of 60 feet when you cast it. ### Spiritual Focus Your practice of contacting spirits employs special tools.
You use one of the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.
You must have your spiritual focus in hand when you cast any bard spell.
At 6th level, when you cast a spell that deals damage or restores hit points , roll 1d6, & you gain a bonus to one roll of the spell equal to the number rolled. ### Tales From Beyond You reach out to spirits who tell their tales through you.
While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits' Tales table using your Bardic Inspiration die to determine the tale told.
You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.
As a free action you can choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect.
Once you do so, you can't bestow the tale's effect again until you roll it again.
You can retain only one of these tales in mind at a time, and rolling on the Spirits' Tales table immediately ends the effect of the previous tale.
If the tale requires a saving throw, the DC equals your spell save DC. | d6-12 | Tales From Beyond | |:---:|:-----------:| | 1 |
Beast
You recite the tale of a clever animal. For 1 minute, the target has advantage on Wisdom (Perception) checks and advantage on attack rolls against a creature if another enemy is within 5 feet of it, and that enemy isn't incapacitated. | | 2 |
Warrior
You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die.| | 3 |
Friends
The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. | | 4 |
Runaway
The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction. | | 5 |
Avenger
For 1 minute, any creature that hits the target with a melee attack takes force damage equal to two rolls of your Bardic Inspiration die. | | 6 |
Traveler
The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC. | | 7 |
Beguiler
The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. | | 8 |
Phantom
The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn. | 9 |
Brute
Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. | 10 |
Dragon
For the next minute the target can use it's action to spew fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die + your Charisma modifier on a failed save, or half as much damage on a successful one. | 11 |
Angel
The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. | 12 | You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn. \pagebreak ### Spirit Session Spirits provide you with supernatural insights.
You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus.
You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself).
At the end of the ritual, you temporarily learn any one spell of your choice with the following restrictions.
The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination, or necromancy.
The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.
Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest. ### Mystical Connection You now have the ability to nudge the spirits of Tales from Beyond toward certain tales.
Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow.
If you roll the same number on both dice, you can ignore the number and choose any effect on the table.