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Class Feature

Tales from Beyond

Subclass Feature · Level 3 · Bard · College of Spirits

Van Richten's Guide to Ravenloft Page 28
Level 3
Subclass Feature
Class Player's Handbook
Subclass College of Spirits Van Richten's Guide to Ravenloft
Feature Source Van Richten's Guide to Ravenloft Page 28
Rules

Feature Details

30 sections
3rd-level College Of Spirits Feature
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or 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 tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.
You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.
If the tale requires a saving throw, the DC equals your spell save DC.
Spirit Tales
Bardic Insp. DieTale Told Through You
1Tale 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 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.
2Tale 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.
3Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4Tale of the 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.
5Tale 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.
6Tale 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.
7Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take Psychic damage equal to two rolls of your Bardic Inspiration die, and the target is until the end of its next turn.
8Tale of the Phantom. The target becomes 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 of the target until the end of the creature's next turn.
9Tale 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 . A creature that succeeds on its saving throw takes half as much damage and isn't knocked .
10Tale 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.
11Tale of the 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: , , , , or .
12Tale 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 until the end of its next turn.
Confirmation

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