Under construction. Consult your DM before using.
You can reach out to spirits to guide 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, and can be used on a missed attack roll, potentially turning it into a hit. Once this spell has caused a creature to hit an attack that it initially missed, it cannot do so again until they complete a long rest.
If you already know Guidance, you can instead learn one Bard cantrip of your choice.
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.
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. 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 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 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 - 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 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 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.
Spirits provide you with supernatural insights. You can conduct an hour-long 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 (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 be of a level you can cast, and it must be in 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.
You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can choose to add or subtract up to 2 from the result.