Under construction. Consult your DM before using.
You employ tools that aid you in channeling 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, or tarokka deck.
When you cast a spell through a Spiritual Focus, choose one creature within 30 ft of you and roll a Bardic Inspiration die. The target creature regains an amount of hit points equal to the roll.
Spirits provide you with supernatural insights. You can conduct a 10 minute ritual channeling spirits (which can be 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. During this ritual, each participating creature can ask a question as if they had cast the spell Augury. The answer comes from the spirits of the area using the bounds of knowledge that they possess. Knowledge they almost certainly possess includes but is not limited to the following:
terrain of the area
prevalent plants, minerals, animals, or peoples of the area
powerful nearby creatures
nearby structures or settlements and the direction they are in
When you reach 6th level each participating creature can instead ask a question as if they had cast their choice of Augury or Commune and you can ask up to two questions. When you reach 14th level each participating creature can instead ask a question as if they had cast their choice of Augury, Commune, or Divination, and you can ask up to three questions.
Once you perform the ritual, you can’t do so again until you finish a long rest.
You reach out to spirits who tell their tales through you. When you use Bardic Inspiration, roll on the Spirit Tales table using a Bardic Inspiration die. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.
Immediately after rolling for a tale, or as a Bonus Action on a later turn, choose one creature you can see within 30 feet of you to be the target of the tale’s effect.
If you use this feature again before using your tale, you can immediately choose a target of the tale before rolling for another, otherwise the tale is lost. If the tale requires a saving throw, the DC equals your spell save DC.
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 die.
2 - Tale of the Renowned Duelist. The target makes one melee attack against a creature within their reach. The attack deals additional force damage equal to one roll of your Bardic Inspiration die.
3 - Tale of the Beloved Friends. The target and another creature of its choice it can see within 15 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Spellcasting modifier.
4 - Tale of the Runaway. The target can immediately teleport up to 30 feet to an unoccupied space it can see. Before or after it teleports, it can use its reaction to choose a number of creatures it can see within 30 feet of it up to your Spellcasting modifier (minimum of 0) to immediately teleport in the same way.
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 Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your Spellcasting modifier. 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 - Tale of the Beguiler. The target must make a Wisdom saving throw. On a failure, the target takes psychic damage equal to two rolls of your Bardic Inspiration die and becomes incapacitated until the end of its next turn. On a success, the target takes half as much damage and is not incapacitated.
8 - Tale of the Phantom. The target becomes invisible until the end of its next turn, until it hits a creature with an attack, or casts a spell. If the target hits a creature with an attack during this invisibility, the hit creature 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. On a success, a creature takes half as much damage and isn’t knocked prone.
10 - Tale of the Dragon. The target spews fire from its 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 four rolls of your Bardic Inspiration die + your Spellcasting modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 - Tale 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 equal to three rolls of your Bardic Inspiration die and be Stunned until the end of its next turn.
You are able to draw a spirits into yourself to bolster your strength. As an Action, choose an attitude. You summon a spirit and allow it into your body. You gain a flying speed of 40 feet, as well as the benefits associated with your chosen attitude:
Friendly. A friendly spirit will cling to those it likes, generally using its power to protect them. You have advantage on Persuasion checks, and your AC increases by 3.
Indifferent. An indifferent spirit generally likes to be left alone, and will attempt to drive others away from it. You have advantage on Deception checks, and you gain an aura of fear that emanates out to 15 feet. When you summon the spirit, and as an Action on subsequent turns, every creature of your choice within the aura must succeed a Wisdom saving throw, or become frightened of you for the duration of the possession. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Hostile. A hostile spirit is indiscriminately violent, and will lash out against those around it. You have advantage on Intimidation checks. Once, on each of your turns, make a melee spell attack against a creature of your choice within 15 feet of you (no action required). If you end your turn without making the attack, the attack is instead made against you. On a hit, the attack deals Psychic damage equal to two rolls of your Bardic Inspiration die plus your spellcasting ability modifier. On a miss, you and the target each take damage equal to half of the damage the attack would have dealt.
At the start of each of your turns while you are possessed, you must succeed a saving throw using your spellcasting ability, or the spirit will rend itself from your body and leave. The DC for this saving throw equals 10 + 1 for each round the spirit has been in your body. When the spirit leaves your body, you retain the advantage on the ability check granted by its attitude until you draw in another spirit. You can summon each type of spirit once, regaining expended uses when you finish a long rest.
Your connection with the spirits of the dead grows. When you roll for your Tales from Beyond feature, you can select a second tale to retain up to 2 results away from the first. Whenever you bestow one tale, you can bestow the other for no additional action cost.