College of Spirits Bard

Name College of Spirits Bard Features
Guiding Whispers You learn the Guidance cantrip, which doesn’t count against your bard cantrips. It has a range of 60 feet when you cast it.
Spiritual Focus You can use a candle, crystal ball, skull, spirit board, or tarokka deck as a spellcasting focus for your bard spells.
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 to one damage or healing roll.
Tales from Beyond At 3rd level, as a bonus action while holding your Spiritual Focus, you can expend one Bardic Inspiration to roll on the Spirit Tales table. The effect remains until you use it or finish a short or long rest.
You can target a creature within 30 feet (including yourself) to bestow the tale's effect. Rolling again replaces the previous effect.
Spirit Session At 6th level, you can perform a ritual with willing participants equal to your proficiency bonus. You temporarily learn one Divination or Necromancy spell from any class (must be of a level equal to or less than the number of participants).
The spell is considered a bard spell and lasts until your next long rest. You can use this feature once per long rest.
Mystical Connection At 14th level, when rolling on the Spirit Tales table, you can roll twice and choose either result.
If both dice roll the same number, you can choose any effect from the table.

# Tale Name Effect
1 Tale of the Clever Animal For 10 minutes, the target rolls an extra die on Intelligence, Wisdom, or Charisma checks.
2 Tale of the Renowned Duelist Melee spell attack; on a hit, deals force damage (2 × Bardic Inspiration die + Charisma modifier).
3 Tale of the Beloved Friends The target and a nearby ally gain temporary hit points (Bardic Inspiration die + Charisma modifier).
4 Tale of the Runaway The target can teleport up to 30 feet and may bring multiple creatures.
5 Tale of the Avenger For 1 minute, any creature that hits the target with a melee attack takes force damage (Bardic Inspiration die).
6 Tale of the Traveler The target gains temporary hit points (Bardic Inspiration die + bard level) and a +1 AC bonus.
7 Tale of the Beguiler The target must succeed on a Wisdom save or take psychic damage (2 × Bardic Inspiration die) and be incapacitated until the end of its next turn.
8 Tale of the Phantom The target becomes invisible. If it hits a creature while invisible, it deals necrotic damage (Bardic Inspiration die) and frightens the target.
9 Tale of the Brute Creatures within 30 feet make a Strength save or take thunder damage (3 × Bardic Inspiration die) and are knocked prone.
10 Tale of the Dragon The target breathes fire in a 30-foot cone. Each creature makes a Dexterity save or takes fire damage (4 × Bardic Inspiration die).
11 Tale of the Angel The target heals (2 × Bardic Inspiration die + Charisma modifier) and removes a condition (blinded, deafened, paralyzed, petrified, or poisoned).
12 Tale of the Mind-Bender The target must succeed on an Intelligence save or take psychic damage (3 × Bardic Inspiration die) and be stunned.