Bard
Base Class: Bard

Bards of the College of Spirits call upon the spirits that roam around the world, bringing the souls of both legends and normalcy to life under occult magical trappings. A lot of the times however, they conjure any spirit that may commune with them, and what a bard summons isn’t always entirely under their control. These bards are usually found on the road as fortune tellers, as occultist owners of séance shops and, sometimes, upon graveyards or other locations filled with tragedy, and most importantly, spirits. 

Whispering Focus

You employ tools that aid you in channeling and reaching to spirits, to guide you and others. 

You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck. While holding your Guiding focus, you know the guidance cantrip, which doesn’t count against the number of bard cantrips you know and, for you, it has a range of 60 feet.

Additionally, starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Whispering Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Spirits from Beyond

Also at 3rd level, you can bind the will of spirits to yourself. While you are holding your Whispering Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits Table using your Bardic Inspiration die, to determine which type of spirit you tether to yourself. It remains bound to you until you bestow it upon someone, or until you finish a short or long rest. 

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the spirit's effect. You can retain any number of these spirits at a time, you can't hold two of the same spirit, and if bestowing it upon someone requires a saving throw, the DC equals your spell save DC. 

Spirits Table
Bardic Insp. Die Type Of Spirit
1 A 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 die.
2 A Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to your bard level + a roll of your Bardic Inspiration die + your Charisma modifier.
3 A Pair of Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
4 A Runaway. The target can immediately use its 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 up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5 An 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 A Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + 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 its AC.
7 A Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to one roll of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn, only taking the damage on a failed save. 
8 A Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the 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 A 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 its saving throw takes half as much damage and isn’t knocked prone.
10 A 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 An 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, frightened, paralyzed, petrified, poisoned or stunned.
12 A Mind-Bender. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

Vessel for the Occult

Starting at 6th level, you can see into the Ethereal Plane. Additionally, you can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Whispering Focus. 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 your proficiency bonus or less, and it must be in the school of divination or necromancy. Until you use this feature again, the chosen spell counts as a bard spell for you and it doesn’t count against the number of bard spells you know, and you may cast it once until you use this feature again without expending a spell slot. When you cast it this way, it is cast as if it was a spell of a level equal to your proficiency bonus if it isn't already (for example, if your proficiency bonus is 3 and you chose the spell inflict wounds, it is cast as a 3rd level spell).

Once you perform the ritual, you can’t do so again until you finish a long rest.

Mystic of Gloom

By the time you've reached 14th level, your connection to the spirits is at its strongest. Once per long rest, you may cast the Etherealness spell without expending a spell slot and without components.

Additionally, whenever you roll on the Spirits 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.

Previous Versions

Name Date Modified Views Adds Version Actions
4/7/2023 3:08:44 AM
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