Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life.
Bard: College of Spirits
Bards of the College of Spirits conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, and what a bard summons isn’t always entirely under their control.
Guiding Whispers (3rd Level)
- You learn the guidance cantrip, which does not count against the number of bard cantrips you know.
- The cantrip has a range of 60 feet when you cast it.
Spiritual Focus (3rd Level)
- You can use these objects as a spellcasting focus for your bard spells: candle, crystal ball, skull, spirit board, or tarokka deck.
- Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6 and add the result as a bonus to one damage or healing roll of the spell.
Tales from Beyond (3rd Level)
- While holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table with your Bardic Inspiration die.
- You retain the tale in mind until you bestow the effect or finish a short or long rest.
- Use an action to target one creature within 30 feet with the tale’s effect (can target yourself).
- You can only retain one tale in mind at a time; rolling again ends the previous effect.
- If the tale requires a saving throw, its DC equals your spell save DC.
Bardic Insp. Die | Tale Told Through You |
1 | Tale of the Clever Animal: For 10 minutes, the target can roll an extra Bardic Inspiration die on Intelligence, Wisdom, or Charisma checks. |
2 | Tale of the Renowned Duelist: Make a melee spell attack against the target. On hit, deal force damage equal to 2 × Bardic Inspiration die + Charisma modifier. |
3 | Tale of the Beloved Friends: Target and another creature within 5 feet gain temporary hit points equal to Bardic Inspiration die + Charisma modifier. |
4 | Tale of the Runaway: Target can use its reaction to teleport up to 30 feet. It may allow creatures within 30 feet (up to Charisma modifier) to use the same reaction. |
5 | Tale of the Avenger: For 1 minute, any creature hitting the target with a melee attack takes force damage equal to a Bardic Inspiration die. |
6 | Tale of the Traveler: Target gains temporary hit points equal to Bardic Inspiration die + bard level, +10 ft walking speed, and +1 AC bonus. |
7 | Tale of the Beguiler: Target must succeed a Wisdom save or take psychic damage equal to 2 × Bardic Inspiration die and be incapacitated until the end of its next turn. |
8 | Tale of the Phantom: Target becomes invisible until end of next turn or until attacking. If it attacks, target deals necrotic damage equal to Bardic Inspiration die and frightens the creature hit. |
9 | Tale of the Brute: Creatures chosen by target within 30 feet make Strength saves or take thunder damage equal to 3 × Bardic Inspiration die and are knocked prone. Half damage and no prone on save. |
10 | Tale of the Dragon: Target spews fire in 30-foot cone; creatures must make Dexterity saves or take fire damage equal to 4 × Bardic Inspiration die. |
11 | Tale of the Angel: Target regains hit points equal to 2 × Bardic Inspiration die + Charisma modifier and cures one condition (blinded, deafened, paralyzed, petrified, or poisoned). |
12 | Tale of the Mind-Bender: Target must succeed Intelligence save or take psychic damage equal to 3 × Bardic Inspiration die and be stunned until end of next turn. |
Spirit Session (6th Level)
- Conduct an hour-long ritual during a short or long rest with willing creatures equal to your proficiency bonus (including yourself).
- Temporarily learn one spell of your choice from any class from divination or necromancy schools.
- Spell level is limited to the number of participants and must be a level you can cast.
- Chosen spell counts as a bard spell but doesn’t count against your known spells.
- Cannot perform the ritual again until after a long rest; spell lasts until then.
Mystical Connection (14th Level)
- When rolling on the Spirit Tales table, roll twice and choose which effect to bestow.
- If both rolls match, ignore the roll and choose any effect from the table.