Bard: College of Spirits

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. DieTale Told Through You
1Tale of the Clever Animal: For 10 minutes, the target can roll an extra Bardic Inspiration die on Intelligence, Wisdom, or Charisma checks.
2Tale 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.
3Tale of the Beloved Friends: Target and another creature within 5 feet gain temporary hit points equal to Bardic Inspiration die + Charisma modifier.
4Tale 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.
5Tale of the Avenger: For 1 minute, any creature hitting the target with a melee attack takes force damage equal to a Bardic Inspiration die.
6Tale of the Traveler: Target gains temporary hit points equal to Bardic Inspiration die + bard level, +10 ft walking speed, and +1 AC bonus.
7Tale 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.
8Tale 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.
9Tale 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.
10Tale 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.
11Tale 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).
12Tale 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.