Bardic College
College of Spirits
Using occult trappings, these bards of the College of Spirits conjure spiritual embodiments of powerful forces to change the world once more. Spirits are capricious, though, and what a bard summons isn’t always entirely under their control.
Spiritual Focus
When you join the college of spirits at 3rd level, you learn to employ tools that aid you in channelling spirits.
You can use the following objects as a spellcasting focus for your spells: candles, crystal balls, skull or bones, spirit boards, or special card decks.
Spirit Guide
Beginning at 3rd level, you can call forth a benevolent spirit to aid you as an action. The spirit lasts for 1 hour. The spirit appears in a space within 30 feet of you and takes on a form of your choice (e.g., a fox or dragon, or the ghost of an ancestor). The spirit does not occupy the space and it is immune to all damage and effects.
As an action you can use one of the following abilities of the spirits. Otherwise, the spirit remains in place for the duration. The spirit disappears after 1 hour or after you have used an action on its abilities a total number of times equal to your Charisma modifier:
Healing Touch. The spirit moves up to 30 feet to another unoccupied space and then restores hit points equal to a bardic performance die roll + your Charisma modifier to all creatures within 5 feet of it.
Ethereal Flight. The spirit moves up to 30 feet to another unoccupied space. It moves through other creatures and objects and each creature it passes through must make a Charisma saving throw. On a failed save, you can roll you bardic performance die. The creature takes force damage equal the number rolled.
Guardian Spirit. The spirit flies to shield a creature within 30 feet of it. The spirit moves into the creature’s space when you use this ability. Until the beginning of your next turn, you can roll your bardic performance die whenever the target takes damage and reduce the damage by the result of the roll.
You can use this feature once between short or long rests.
Tales from Beyond
At 6th level, your communion with spirits allow you to learn their tales.
While you are holding a spiritual focus, you can use a bonus action to expend one of your bardic performance dice and roll on the spirit tales table using your bardic performance die to determine the effect of the spirits’ tale. You retain the tale in mind until you bestow the tale’s effect om a creature, or you finish a short or long rest.
As an action, you can choose one creature you can see within 30 feet of you (this can be yourself) 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 spirit tales table again immediately ends the effect of the previous tale.
Spirit tales
Dice
roll |
Spirit
Tale Effect |
1 |
Tale of the Clever Animal. For the next hour, whenever the target makes an
Intelligence, a Wisdom, or a Charisma ability check, the target can roll a Bardic
performance die immediately after rolling the d20 and add the result to the
check. |
2 |
Tale
of the Renowned Duellist.
You make a melee attack with a weapon or unarmed strike against the target.
On a hit, the target takes additional force damage equal to two rolls of your
bardic performance die + your Charisma modifier. |
3 |
Tale of the Beloved 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 performance die + your Charisma modifier |
4 |
Tale
of the Runaways.
The target can immediately use its reaction to teleport up to 30 feet to an
unoccupied space it can see. After 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 also use a reaction to teleport 30
feet. |
5 |
Tale of Vengeance. For 1 minute, any creature that hits the target with a
melee attack takes force damage equal to a roll of your bardic performance
die. |
6 |
Tale
of the Traveller.
The target gains temporary hit points equal to a roll of your bardic
performance die + your bard level. While it has these temporary hit points,
the target’s walking speed increases by 20 feet. |
7 |
Tale of the Beguiler. The target must succeed on a Wisdom saving throw or
take psychic damage equal to two rolls of your bardic performance die. On a
failed saving throw, the target is also incapacitated until the end of
its next turn. |
8 |
Tale
of the Phantom. The target becomes invisible
until the end of its next turn or until it hits a creature with an attack. If
the target makes an attack that breaks this invisibility, the target of the
attack takes additional necrotic damage equal to a roll of your bardic
performance die and is frightened until the end of its next turn. |
9 |
Tale of the Brute. Once for the duration, the target can use a bonus
action to have creatures of its choice make a Strength saving throw. All targeted
creatures must be within 30 feet of the target when it uses this bonus action.
On a failed save, a creature takes thunder damage equal to three rolls of your
bardic performance die and is knocked prone. A creature that succeeds
on its saving throw takes half as much damage and isn’t knocked prone. The
tale immediately ends when this effect is used. |
10 |
Tale
of the Dragon. The target immediately
spews 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 performance die on a failed save, or half as much damage on a
successful one. |
11 |
Tale of the Angel. The target regains hit points equal to two rolls of your
bardic performance die + your Charisma modifier, and you end one condition
from the following list affecting the target: blinded, deafened,
paralyzed, petrified, or poisoned. |
12 |
Tale
of the Hero. For 1 minute, the
target can make an additional weapon attack when it takes the attack action
on its turn. The target adds your bardic performance die to the damage roll
of this attack. |
Mystical Connection
At 18th level, you do not expend a bardic performance die when you use your tales from beyond feature.
Also, you have the ability to nudge the spirits of 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.