The story of Pandora and her box is a common one, a known one, she opened the box, and the world bled ruin, and yet, the chaos that had been left behind, the chaos, that was promised, left an echo, on the world. One ignored by poets, one ignored by the stories, something only few dare to investigate, and none yet have managed to discover. Yet, through learning these ancient, forgotten notes, prying those sealed gaps, back open, a single glimpse into pandemonium, you've managed to claw for yourself.
Your Tales from Beyond feature is augmented and improved. Instead of how it traditionally works, on each of your turns, when you expend a bonus action to give out your Bardic Inspiration, you may roll on the Improved Spiritual Tales table below. Alternatively, as an action, you may immediately roll an additional time on the Spiritual table. While outside of combat, you may choose any of these spirits to take a physical form, using the statistics as a Ghost. They confer no mechanical benefit besides being available for RP, and immediately vanish, upon combat beginning.
|
d100 |
Spirit |
|---|---|
| Spirit of the Clever Animal (1) | For the next 10 minutes, whenever you make an Intelligence, a Wisdom, or a Charisma check, you 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. |
| Spirit of the Renowned Duelist (2) | You make a melee spell attack against a target of your choice. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. |
| Spirit of the Beloved Friends (3) | You and another creature you can see within 5 feet of you gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. |
| Spirit of the Runaway (4) | You can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When you teleports, you can choose a number of creatures you can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction. |
| Spirit of the Avenger (5) | For 1 minute, any creature that hits you with a melee attack takes force damage equal to a roll of your Bardic Inspiration die. |
| Spirit of the Traveler (6) | You gain temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While you have these temporary hit points, your walking speed increases by 10 feet and it gains a +1 bonus to its AC. |
| Spirit of the Beguiler (7) | A creature of your choice that you can see 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 its next turn. |
| Spirit of the Phantom (8) | You becomes invisible until the end of your next turn or until you hit a creature with an attack. If you hit 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 you until the end of the frightened creature’s next turn. |
| Spirit of the Brute (9) | Each creature of the your choice that you can see within 30 feet of you must make a Strength saving throw against your spell save DC. 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. |
| Spirit of the Dragon (10) | You spew 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. |
| Spirit of the Angel (11) | You regain hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting any creatures of your choice within 30 feet of you: blinded, deafened, paralyzed, petrified, or poisoned. |
| Spirit of the Mind-Bender (12) | You evoke an incomprehensible fable from an otherworldly being. A creature of your choice 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. |
| Spirit of Employment (13) | You gain one random Tool Expertise until this effect is rolled again. |
| Spirit of Word Games (14) | A creature of your choice must complete today's Wordle before the end of it's next turn, or suffer 5d12 psychic damage. |
| Spirit of Appending (15) | Immediately add an !i effect (name only) to any creature in init. This has no mechanical usage besides the initiative effect name. |
| Spirit of Deceit (16) | For the remainder of the quest, or 24 hours, whichever occurs first, use the sheet of another player on quest, and use their automation if any. |
| Spirit of Ura Harura (17) | For the next minute, a horse called “Ura Harura” is added to initiative. It is friendly and can use an action on its turn to feed one creature within 5ft of it grass, healing for 2d10 hit points. |
| Spirit of Alcoholicism (18) | @anaqu1no gets 0.5 :beer: |
| Spirit of Reroll (19) | For the remainder of the quest, your base stats are determined by a !t godborn roll. |
| Spirit of Gambling (20) | Immediately play a game of Blackjack against the DM, earning 100gp on a win, and losing 100gp on a loss. This counts as extra gold on your quest records, however, cannot be DIP'd. |
| Spirit of the Shark (21) | For the next minute, a shark called “Tralalero Tralala” is added to initiative, it can breathe air and has a 30ft walk speed and the Nykeel's Airtime Boots item. |
| Spirit of Artificial Intelligence (22) | You must replace your tupper with AI art for the remainder of the quest. |
| Spirit of Life (23) | You learn the meaning of life and thus win. All other creatures are forced to touch grass and cringe as they realize they are not as Chad as you are. You've become Him. All players on quest must send a photo of grass before the start of their next turn, or their characters/monsters take an amount of d6 in psychic damage equal to their level. |
| Spirit of the Discord Moderator (24) | Any time within the next minute, at the start of a creatures turn, you may inflict it with a sudden urge to rethink its life. The creature must spend its action that turn writing out a Tales of the Twilight Realms moderator application, which must be read aloud and sent in DMs to @shinigamimumkey. A creature may refuse to do this, though if they do, the next time you roll on the Spirits table, you instead choose the result. Once used, this spirit vanishes. |
| Spirit of Cheap Knockoff (25) | For the next minute, you gain (and are considered attuned to if applicable) one random legendary item from the current magic shop. After this minute, the item vanishes. |
| Spirit of the Doppelganger (26) | One random creature in initiative excluding yourself has its name in initiative changed to “Shibobu” and alignment changed to Evil for one minute. |
| Spirit of the Bombardier (27) | For the next minute, a bazelgeuse is added to initiative called “Bombardiro Crocodilo”. |
| Spirit of Possession (28) | Ping one person, they take control of your character for the rest of the quest. |
| Spirit of The Discord Owner (29) | Send a Screenshot of your character's situation to @Raigeki asking for divine intervention - if they respond within 5 minutes, what they say happens as Divine Intervention. (DM's discretion - reroll). |
| Spirit of Dodging Consequences (30) | Anytime within the next minute, you may choose any single negative thing. That thing never happened, then this spirit ends. |
| Spirit of the Concert (31) | A jumbotron appears somewhere open in 60ft. For one minute, showing two creatures closest together, both creatures may use a reaction to make a Dexterity (Stealth) or Charisma (Deception) check. |
| Spirit of Chungus (32) | For the next hour your chest and posterior swell up more than 3x times their size. You gain a +3 to your AC and disadvantage on all Dexterity and Strength saving throws but automatically succeed on Charisma checks and gain advantage on Charisma saves. |
| Spirit of The Forgotten General (33) | A legendary ancient Spirit is summoned, lasting for three rounds. It uses the statistics of any approved God aspect of your choice, and is friendly to you and creatures you designate upon summoning. |
| Spirit of Comedy (34) | Cast True Polymorph on yourself, turning into a pickle on a failure. |
| Spirit of Sunshine (35) | You cast Sunburst centred on yourself. |
| Spirit of Mauling (36) | Your identical copy appears in a random place within 60 ft of you for one minute. This copy has the same abilities, equipment and memories as you, aside from the fact that they think you are the copy of theirs. |
| Spirit of Za Warudo (37) | For the next minute, a duplicate of yourself is added to initiative, sharing all your statistics, items, and boons, with the following alterations: its class is instead Monk, its subclass is always Way of the Astral Self, and it may cast the Time Stop spell at will. |
| Spirit of the Bunny (38) | Questionable books begin to rain from the sky for one minute in a 60ft radius around you. Creatures other than you who start their turn in the area, or enter the area, must make a Dexterity saving throw against your spell save DC, or take 4d6 bludgeoning damage. |
| Spirit of the True Gamer (39) | For the next minute, no homebrew, except this unique, functions within 60 feet of you. |
| Spirit of the Astravian General (40) | For the next minute, you may re-arrange your base stats in any order, and all your class levels are changed to be Paladin, with any approved or discontinued subclass of your choice. After that minute, your stats return to what they originally were, and your class levels are restored. |
| Spirit of the Luchador (41) | A mask of a Luchador appears on your face for 1 minute. This mask has the same effects as a Belt of Storm Giant’s Strength, but does not require attunement. You gain an additional action but must use this action each turn to grapple any creature, excluding yourself. Creatures grappled by you while wearing this mask have disadvantage on all attack rolls. If you fail to grapple a creature on your turn the mask disappears at the end of it and you take 2d10 psychic damage. |
| Spirit of Chaotic Restructuring (42) | Every combatant must roll a d10. Ones that roll the same result on a d10 get their initiative swapped. If more than 2 combatants roll the same result each of those combatants takes initiative of the combatant that would be the closest one to go after him. |
| Spirit of the Devouring Magi (43) | Choose any creature that you can sense (including yourself), any spells or effects on the creature end immediately, and you regain health points equal to the amount of effects ended × your proficiency bonus. |
| Spirit of the Double Edged Sword (44) | You and any other creature that is within your melee range gain Vulnerability to all damage types until the end of your respective turns. Damage types that the creatures were immune to change to resistance and damage types that the creatures were resistant to change to neutral damage. |
| Spirit of the Mysterious Stranger (45) | For the next minute wherever you make an attack (DMs discretion), a Mysterious Stranger may appear with a noir tune playing in the background. The Mysterious Stranger makes an attack against the target of your attack. This attack always hits and deals the same damage your attack would deal, regardless if your attack hits or misses. Mysterious Stranger disappears immediately after he makes an attack and the effects of this Spirit end. |
| Spirit of Hardbass (46) | You are surrounded by hardbass music for the next minute. You gain expertise in performance checks and all creatures within 30 ft of you gain a bardic inspiration die at the start of each of their turns while the effect is active. |
| Spirit of the Performance (47) | The fabric of reality breaks for one second as a live studio audience is transported onto the battlefield. The audience cannot be targeted by any attacks or effects and is immune to all damage. All creatures within 100 feet of you must make a performance check after every turn for the audience. The audience confers no mechanical benefits or detriments but they actively heckle or cheer on those performing well. |
| Spirit of the Walking Star (48) | You activate an aura of sunlight that lasts for 1 minute or until you dismiss it using a bonus action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Every creature that can see you has disadvantage on saving throws against any spell that deal fire or radiant damage and is blinded. |
| Spirit of the Gunslinger (49) | The mighty power of your rootin', tootin' soul summons forth the spirit of one of your ancestors, who decided to take up a life as a gun-totin' outlaw cowboy! Choose a creature within 120ft of you that you can see and that can see you. You and the creature each make contested athletics check and then point your fingers at each other, as if firing guns. Whoever wins the contested check fires first and the loser must fall prone as they are hit by an imaginary bullet. |
| Spirit of the Six Shooter (50) | Somewhere in the distance, you hear the call of a wild 'YEEHAW!' and are unable to contain yourself as you reciprocate with finger-gun shots at everybody around you. You cast Magic Missile at ninth level. When cast in this way, each missile must hit a new creature which has not been hit by a missile before. If no more targets exist within range of the spell that have not been hit by this Magic Missile, you may choose one of the previous targets to shoot the remaining missiles at. |
| Spirit of the Respectful Guest (51) | You have to make an elegant bow to the creature closest to you and must stay in that position until the start of your next turn. Until the start of your next turn this creature has advantage on attack rolls made to attack you and disadvantage on attack rolls made to attack anyone else. |
| Spirit of Brainrot (52) | For the next minute your spells that deal damage also deal additional 2d10 psychic damage as anyone that hears your verbal components gets brainrot. However, for that minute, you may only speak in brainrot. |
| Spirit of Nihility (53) | Nothing happens. No creature can take an action or movement on this round of combat. |
| Spirit of the Stoic Pactdealer (54) | For the next minute, you may re-arrange your base stats in any order, and all your class levels are changed to be Warlock, with any approved or discontinued subclass of your choice. After that minute, your stats return to what they originally were, and your class levels are restored. |
| Spirit of Caramelldansen (55) | Each creature that you can see within 60 ft of you (including yourself) has to make a charisma saving throw against your spell save DC. On a failure, the target spends its next turn dancing. While dancing, make a performance check, the dancer gets to choose up to 3 targets that they can see to whom psychic damage is dealt in the amount of check rolled*2. Caramelldansen is played until the end of your next turn. |
| Spirit of Reality Alteration (56) | For the next minute you lose a dimension and become flat. You gain immunity to bludgeoning, resistance to piercing and vulnerability to slashing damage types. Creatures in front of you and behind you can perceive you but any creature standing aside of you can't see you. Furthermore you may be rolled up and squeezed through a space as small as 1 inch wide. |
| Spirit of the Expanding Domain (57) | All creatures in a 90-foot sphere centred on you feel an uncontrollable urge to make bad jokes and end all of their sentences with ellipses (...). Additionally, all melee attacks made within this sphere automatically hit, and deal an additional 10 damage of the attack's damage type with appropriate onomatopoeia materialising around them. If the Spirit of the Forgotten General is active or summoned while this Spirit is active, a second Spirit of the Forgotten God is summoned. This Spirit lasts for 1 minute, rather than it's usual duration. |
| Spirit of the White Mage (58) | You summon the spirit of a white wizard, whom points their index finger at up to 1d4+2 creatures of your choosing within 60 ft of you and loudly shouts FOOL. Each creature at which you pointed has to make a wisdom saving throw against your spell save DC. On a failure they gain disadvantage on all attacks and saves until the end of your next turn, and cannot move. A creature automatically fails this saving throw if it is standing on a bridge. |
| Spirit of Corporate Greed (59) | An evil transcorporation's lawyer appears within 10 ft of you and asks you for money for a DLC to the current quest, where everything will be explained and you even get a cool armour. Spend 1d20*1000 gold to obtain +3 AC and +3 to hit bonus for the next minute, or to grant it to a creature of your choice within 60 feet of you for the same duration. If you don't have enough money or refuse to spend it you get no benefits and spend your next turn reading the long ass user policy document. |
| Spirit of Renewal (60) | Every creature that you can see (including yourself) can restore a charge of any ability or item that recharges on a short or long rest. Alternatively, they can restore a spell slot of level 6 or lower. |
| Spirit of the Common Man (61) | For the next minute, you may re-arrange your base stats in any order, and all your class levels are changed to be Fighter, with any approved or discontinued subclass of your choice. After that minute, your stats return to what they originally were, and your class levels are restored. |
| Spirit of My Twilight Heroes (62) | An authentic autograph collection of Twilight ascended appear in your hands. You immediately must use your action to choose one character from the Hall of Legends channel, and ping their player. If they respond within 3 minutes, they may join the quest for one round. |
| Spirit of Stress (63) | For the next minute, the next spell you cast will have the same effects on you as casting a stress wish. (Roll a d100 and on a roll of 33 or lower your character looses the ability to cast this spell forever. This effect can only be reversed with a stress wish.) |
| Spirit of Limit Breaking (64) | Gain another level in your class. If you have several classes roll a d2 to determine a class in which you gain a level. Your total levels can exceed 20 as a result of this effect. This effect lasts until you finish a short or long rest. |
| Spirit of Infinite Stacking (65) | Each time you take damage until the end of your next turn you gain a bonus of +1 to your AC and to hit rolls. This effects can stack to a total of +5. After your next turn is over these effects last for 1 minute more. |
| Spirit of Balance Patching (66) | Remove all current effects of this unique. If there are no current Spirit effects, reroll this roll. |
| Spirit of Global Transportation (67) | You make an around the world trip in the span of seconds, appearing in the same spot you was before you rolled this effect, but wearing a tuxedo and having a look of superiority on your face, noone but you know that you have just made an around the world trip. |
| Spirit of the Forbidden Fruit (68) | Roll a d3. Depending on the result of the roll the following happens: >1 You gain the ability to cast one discontinued spell of your choice for the next minute, as if it was in your spellbook. >2 You may cast all discontinued spells of your choice for the next minute, as if they were on your class spell list. >3 Until the end of this quest, you gain one discontinued item of your choice, and you are considered attuned to it, if necessary. |
| Spirit of the Shut-in Bladesinger (69) | For the next minute as long as you are not incapacitated you have a bonus to your AC equaling your spellcasting modifier. |
| Spirit of the Last Stand (70) | For the next minute, the first creature that gets reduced to 0 hp, but not instantly killed can interrupt the current turn, make their turn, acting normally, and only afterwards go unconscious. This creature cannot be healed during that turn. |
| Spirit of Perfect RNG (71) | This Spirit offers you benevolence, a break away from the danger and chaos. For the next minute, next time a Spirit should be rolled, you may instead choose any effect from the table to happen. Once triggered, this Spirit ends. |
| Spirit of The Genius (72) | You perceive things as they truly are. When this effect is rolled DM has to tell you one of the abilities of a random hostile creature within 60 ft of you that you can see. |
| Spirit of the One Shadows Technique (73) | Your shadow becomes sentient for the next minute. It appears to be the same as the original you, has the same equipment as you, but has 1 hit point. Shadow's only desire is to protect its master, and it is being controlled by the DM. |
| Spirit of The Lonely Ghost (74) | The Spirits ends their attunement with you, and you lose this Unique Boon until the end of your next turn, after which, you immediately re-gain it. |
| Spirit of the Vicious Raccoon (75) | A Giant Raccoon is immediately summoned, with a bonus to damage and to hit equal to your Spellcasting modifier. It's attacks count as Vorpal Weapons. The Raccoon lasts for one minute. |
| Spirit of the Brooding Archmage (76) | For the next minute, you may re-arrange your base stats in any order, and all your class levels are changed to be Wizard, with any approved or discontinued subclass of your choice. After that minute, your stats return to what they originally were, and your class levels are restored. |
| Spirit of Laziness (77) | You cast banishment targeting yourself. If you fail the saving throw, you immediately leave the quest, reappearing back in any Twilight Home you have purchased. |
| Spirit of The Horse (78) | You gain the 'mounted combatant' feat and a warhorse equipped with a saddle of a cavalier appears under you. This Warhorse acts as your pet and is following your commands for the duration of this effect. All of the effects of this roll end whenever a new Spirit gets rolled. |
| Spirit of Remarkable Pose (79) | You freeze in a mocking pose for a second. All hostile creatures that can see you suffer the effects of a Vicious Mockery spell with bonuses and damage as if you was the caster. |
| Spirit of Hopelessness (80) | A wave of apathy washes over every creature within 120ft of you, including yourself. Until the end of your next turn all attack rolls, ability checks and saving throws are to be made at disadvantage. |
| Spirit of the Fumbling Stand (81) | You immediately cast the Time Stop spell. You are incapacitated for the duration of the spell. |
| Spirit of Private Healthcare (82) | Swap your current and maximum health points amount with a random participant of the initiative. This lasts for one minute. |
| Spirit of Public Healthcare (83) | For the next minute, you may re-arrange your base stats in any order, and all your class levels are changed to be Cleric, with any approved or discontinued subclass of your choice. After that minute, your stats return to what they originally were, and your class levels are restored. |
| Spirit of the Giant (84) | Your current size and everything you are wearing and carrying increases by 2 categories and stays like that for the next minute. Any gear that leaves your person immediately returns to normal size instead. |
| Spirit of The Pirate King (85) | You immediately gain a map to the treasure of a mysterious pirate treasure known as the 'One Piece', which is always within thirty feet of you. The treasure is always relevant towards completing the quest objective, and vanishes at the end of the quest. |
| Spirit of the Anime Villain (86) | The next time you or an ally kills a hostile enemy within the next hour, the Spirit of the enemy immediately comes to life, and begins to monologue, telling you its tragic backstory. This spirit cannot be interrupted or banished until it has completed telling it's backstory. |
| Spirit of the Mysterious Streamer (87) | A spectral chat box appears above your head for 1 minute, filled with ghostly usernames spamming “POG.” If you shout “CHAT HELP!” once during this time, you gain advantage on any roll, but must also scream a random donation message the DM makes up. |
| Spirit of Unstable Connection (88) | All creatures within 30 ft must roll a d4. On a 1, they are “still loading” and skip their next turn. On a 4, they immediately take their turn again after finishing it, as the realm experiences a lag spike. |
| Spirit of the World's Smallest Violinist (89) | A Fairy Commoner is added to initiative, with Expertise in the Violin. At every turn in initiative, the only action he takes is to play his Violin. |
| Spirit of Pizza Delivery (90) | A celestial pizza delivery guy appears within 5 ft holding 1d4+2 pizza slices, and you must immediately pay him an amount of gold, equal to 100gp per pizza slice. Anyone who eats a slice heals 2d8 HP and gains +10ft movement speed for 1 round. The pizza vanishes after 1 minute. |
| Spirit of the Reverse Centaur (91) | Your upper body becomes a horse, and your lower body remains humanoid until the end of your next turn. Your speed drops by 10 ft, but you gain advantage on Intimidation. |
| Spirit of Customer Service (92) | A customer service line opens for the next minute, connected with an NPC of the DM's choice. |
| Spirit of Suffering (93) | For the next minute, you may re-arrange your base stats in any order, and all your class levels are changed to be Blood Hunter, with any approved or discontinued subclass of your choice. After that minute, your stats return to what they originally were, and your class levels are restored. |
| Spirit of the People (94) | A gang of papparazzi appear in a 30ft emanation around you, which surround you and take your pictures. The area is considered difficult terrain. You and creatures that you choose who start their turn in the area must make a Consitution saving throw against your spell save DC, or be blinded until the start of their next turn. |
| Spirit of Astravian Royalty (95) | Immediately, 1d8+3 Mask Wight's are added to Initiative, friendly to you, and obeying your commands. They remain for one minute, and yourself, alongside creatures of your choice are immune to their effects. |
| Spirit of the Eeper (96) | You fall Unconscious until the end of your next turn. |
| Spirit of the Duck (97) | A duck appears within 5ft. Every time it’s killed, two more ducks takes its place. This repeats for one hour. |
| Spirit of the Unfinished Questline (98) | You immediately gain insight and knowledge into a previously unfinished questline which took place within the DM's realm. |
| Spirit of the One Punch (99) | A Commoner with is immediately added to initiative, however, it's attacks, damage, armour class, and saving throws gain a bonus of 10000. The commoner is always bald, male, and wearing a Superhero costume. It vanishes after one minute. It cannot die, though after taking a total of 200 damage, it immediately vanishes to a local grocery store. |
| Spirit of the Forbidden Treasure Hunter (100) | For the next minute, you gain (and are considered attuned to) one discontinued item. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/3/2025 6:47:00 PM
|
4
|
1
|
--
|
Coming Soon
|
|
|
8/3/2025 6:55:31 PM
|
9
|
1
|
--
|
Coming Soon
|
|
|
8/3/2025 7:17:23 PM
|
24
|
1
|
--
|
Coming Soon
|
|
|
8/3/2025 7:25:49 PM
|
18
|
1
|
--
|
Coming Soon
|
|
|
8/3/2025 7:34:14 PM
|
21
|
1
|
--
|
Coming Soon
|
|
|
8/3/2025 11:57:05 PM
|
47
|
1
|
--
|
Coming Soon
|
|
|
8/8/2025 4:33:40 AM
|
61
|
1
|
--
|
Coming Soon
|
|
|
8/8/2025 4:36:09 AM
|
63
|
1
|
--
|
Coming Soon
|
|
|
8/10/2025 10:52:18 PM
|
138
|
1
|
--
|
Coming Soon
|
Comments