Spiritcaller
The echoes of the ancestors flow through Spiritcallers. From the lives they've lived, the experiences they've shared, and the skills that they have mastered. Each has a different story that Spiritcallers reignite like rekindling flames of a fire, and with each breath the world becomes a bit brighter for it.
Spiritual Guidance
Starting at 3rd level, the spirits that are drawn to you drive to assist you and those around you. When a creature that you can see within 30 feet of you makes an attack roll or an ability check, you can use your reaction to roll one of your Bardic Inspiration dice adding the number rolled. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails. You expend the die only if the roll succeeds.
Call of the Ancestral Spirit
Beginning at 3rd level, you can summon a spirit that takes the form of an ancestor of whoever gazes upon it, binding it to the material plane. As a bonus action on your turn, you can expend one use of your Bardic Inspiration to summon an ancestral spirit.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you and has an aura of 10 feet. As a bonus action on your turn, you can move the spirit up to 30 feet to unoccupied space, and it lasts for 1 minute, until you use this feature again, or until you're incapacitated. you can designate any number of creatures you can see to be affected by it. When a creature of your choice enters the aura for the first time or starts its turn there, it gains temporary hit points equal to your Bardic Inspiration die plus your Charisma modifier.
Spirit Incarnate
At 6th level, when you use Call of the Ancestral Spirit, you can designate any number of enemy creatures you can see to be affected by it. When an enemy creature of your choice enters the aura for the first time or ends its turn there, it must make a Wisdom saving throw against your spell save DC or take 2d8 force damage. This damage increases to 3d8 at 10th level and 4d8 at 15th level.
Forebears’ Echoes
Starting at 14th level, the spirits respond to your will. You can use a bonus action to create two spirits with your Call of the Ancestral Spirit feature, and these spirits can coexist. You can only move one spirit as a bonus action.
In addition, as an action on your turn, you can choose to swap the spirits location with each other bringing with them any willing creature. There must be enough space within 10 feet of the spirit to occupy the creatures when it reappears otherwise nothing happens. When you use this feature, you can’t do so again until you finish a short or long rest. If you have no uses of this feature left, you can expend a Bardic Inspiration die to use it again.
Feats
Mistwalker
Your mastery of traversing mist, fog, and other heavily obscured environments have granted you the following benefits:
- You gain blindsight out to a range of 30 feet.
- While you're within a lightly or heavily obscured area, your speed increases by 10 and your steps make no sound, regardless of the surface you're moving across.
- The first time each turn that you make a weapon attack against a creature that can't see you, the attack has advantage.
Aquanaut
Your time on ships and water has granted your the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain a swim speed of 30 feet, and difficult terrain in water doesn't cost extra movement or slow your travel.
- When you captain a ship, you only need half the amount of crew.
- You can accurately recall or determine the costs of trade goods at port cities you've visited.
Firestrider
You've gained the ability to travel with burning speed granting your the following benefits:
- You gain resistance to fire damage.
- You can use the Dash action as a bonus action.
- When you use the Dash action on your turn, you can click your heels together to ignite them with flames. Until the end of your turn, when you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d4 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Nomad
You're an expert at traversing the land and knowing what to look out for granting you the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain a climb speed of 30 feet.
- You have advantage on Wisdom (Survival) checks made to forage for food, find water, or navigate in the wild.
- Whenever you make an Intelligence (History) check related to monuments, landmarks, or ruins, you are considered proficienct in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Spiritcaller Bard Subclass
Artist Credits
Cover Art: Ari Ibarra
Rear Cover Art: Anna Christenson
My paladin subclass: Oath of Dragons can be found Here while my other works can be found on my GM Binder.