Bard: College of Spirits in The True Dark Ages | World Anvil

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. Using occult trappings, these bards capture spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always under their control.   Guiding Whispers 3rd level College of Spirits feature You can reach out to spirits to aid you and others. You learn the Guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.   Spiritual Focus 3rd level College of Spirits feature You employ tools to aid you in channelling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells; a candle, crystal ball, skull, spirit board, tarot / tarokka deck, runes, special bones, carved sticks. 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 you gain a bonus to one damage or healing of the spell equal to the number rolled.   Tales From Beyond 3rd level College of Spirits feature 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 basic Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest. You can use one action to 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 the tale's effects again until you tell it again. You con only retain one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.  
Spirit Tales
Bardic Insp. Die Tale Told Through You
1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration type.
2 Tale of the Renowned Duellist. 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 + your Charisma modifier.
3 Tale of the Beloved Friends. The target and another creature of it's 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 Tale of the Runaway. The target can immediately it's 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 to up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5 Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6 Tale of the Traveller. The target gains temporary hit points equal to a roll of your Bardic Inspiration modifier + 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 it's AC.
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 Inspiration die, and the target is incapacitated until the end of it's next turn.
8 Tale of the Phantom. The target becomes invisible until the end of it's next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, a 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 Tale of the 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 it's saving throw takes half as much damage and isn't knocked prone.
10 Tale of the Dragon. The target 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 Inspiration 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 Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target; blinded, deafened, paralyzed, poisoned, or petrified. 
12 Take of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage to three rolls of your Bardic Inspiration die and be stunned until the end of it's next turn.
  SPIRIT SESSION 6th-level College of Spirits feature Spirits provide you with supernatural insights. You can conduct an hour-long ritual channelling spirits (which can be done 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 one spell of your choice from any class. The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less., the spell must of a level you can cast, and it must be of 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 14th-level College of Spirits features You now have the ability to nudge the spirits of Tales of Beyond toward certain tales. Whenever you roll 0on 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.   SPIRIT TALES Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining which stories to tell, consider what unites them. Do they all feature character from a specific group, like archetypes from the Tarot / Tarokka deck, figures from constellations, childhood imaginary friends, or characters from a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer.

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