Building upon the esoteric and occult lore of 168澳洲幸运5开奖网:Dungeons & Dragons, the college of spirit bard shares the stories and songs of past legends. These bards s🌼pin tales about heroes and figures whose spirits are then invoked to aid and inspire the bard and their companions.

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The supernatural ܫand occult are inherent to this subclass, allowing you to touch upon these subjects in many ways. They are much less musical than the typical bard, and whether you want to lean into the obvious trappings of the college or opt for something else, this subclass is one of the more unique the bard has to offer.

College Of Spirits Bard Features

An elf bard rouses his compatriots from their slumber
Inspiring Bard by Eelis Kyttanen via Wizards of the Coast

The college of spirits bard gains three features at third level. The first of these is Guiding Spirits, which grants your bard the Guidance cantrip, something you will want to utilize as much as you can. You also gain Spiritual Focus which gives you more options fꦍor your arcane focus.

At level 6, Spiritual Focus will upgrade and allow you to add 1d6 to any healing or damaging spell if you are using one of the new focus options. The final feature of this level is Tales From Beyond, the most important feature of this subclass.

Tales From Beyond defines the college of spirit bard, giving it most of its flavor and unique abilities. Tales From Beyond is a fun but somewhat inconsistent feature that plays off your B🦹ardic Inspiration die. Instead of using Ba꧋rdic Inspiration, you may expend a use by rolling the same die on the Spirit Tales table.

This attaches a random effect to that die that you may later give to a different creature. There is a lot of variance between the different results on the table, and the higher your Bardic Inspiration die is, the more effects are possible. The table below breaks down each of the 12 possibleꦏ effects.

Tale of the Clever Animal

  • You grant someone usage of your Bardic Inspiration die for 10 straight minutes on any Intelligence, Wisdom, or Charisma check they make.
  • Having this for an important social encounter can be an instrumental aid, but it is rather useless in combat. Save this for days when you know there won't be any major combat encounters.

Tale of the Renowned Duelist

  • You make a melee spell attack with damage dice equal to twice your Bardic Inspiration die. On a hit, the target takes force damage.
  • Force damage is the best type of damage in D&D when it comes to resistances and the damage done is notable, making for a solid, but not amazing attack.

Tale of the Beloved Friends

  • The target you choose and another target of their choice, gain temporary hit points.
  • This ability scales well, being equal to a roll of your bardic inspiration dice and Charisma modifier. The secondary target of this spell does have to be within five feet of your initial target, limiting some options, but still working great for front liners.

Tale of the Runaway

  • Your target can teleport up to 30 feet away and then give others the option to do the same.
  • Teleporting costs only a reaction and the total amount of secondary targets is equal to your Charisma Modifier. This provides a great means of mass escape for your party.

Tale of the Avenger

  • Anyone who hits your target with a melee attack takes force damage equal to the roll of your Bardic Inspiration die.
  • This tale lasts for one minute and works great on an ally which is able to take many hits.

Tale of the Traveler

  • You chose a target to give temporary hit points to, when they have those temporary hit points, they have a ten-foot bonus to movement speed and +1 armor class.
  • This can be used in many ways, such as to buy someone time or start combat on a strong note.

Tale of the Beguiler

  • If the targe fails a Wisdom saving throw, they take damage equal to two rolls of your Bardic Inspiration die and are incapacitated until the end of its next turn.
  • This is great for eliminating brutish threats that deal a lot of damage but have low Wisdom scores.

Tale of the Phantom

  • You turn a target invisible. Their first attack against an enemy deals an additional amount of necrotic damage equal to a roll of your Bardic Inspiration die and becomes frightened, but once they attack, they lose their invisibility.
  • This can be great to take care of a particularly dangerous target and pairs well with a rogue and sneak attack.

Tale of the Brute

  • Your target gets to choose anyone it wishes within 30 feet of it to make a Strength saving throw, or take full damage and get knocked prone.
  • This is not overly powerful but deals damage equal to three Bardic Inspiration dice and can work very well to take down swarms of weaker enemies.

Tale of the Dragon

  • Your target uses a fire-breath weapon in a cone, creatures must succeed on a Dexterity saving throw or take full damage.
  • This ability does four Bardic Inspiration dice of damage, yet it is rather situational. Do not wait to use it for the perfect situation, it is unlikely to come.

Tale of the Angel

  • You heal your target and can choose to cure them of one condition from a list.
  • You only heal them up to two rolls of your Bardic Inspiration die, yet by the time you can use this tale, that will be 2d12. Use this whenever it's needed, you do not need to hold out on using what is a free healing spell.

Tale of the Mind-Bender

  • Your target must succeed on an Intelligence saving throw or take damage and be stunned.
  • Functions very similarly to Tale of the Beguiler, dealing one more Bardic Inspiration die of psychic damage.

At sixth level, you gain Spirit Session, which allows you to conduct an hour-long ritual once per long rest, in which you temporarily learn a necromancy or divination spell of a level you can cast, from any spell list. You only haveꦗ this new spell until your next long rest.

Then at 14th level, you gain Mystical Connection, which allows you to roll twice on the Spirit Tales table and choose which result you want.

Best Ability Scores For A College Of Spirits Bard

D&D artwork of a Bard singing at a tavern to a crowd
Tavern Bard by Rob Rey

When creating a college of spirits bard, you will want to prioritize Charisma, your spellcasting ability. Dexterity is important for armor class, but since this subclass is not focused on weapon attacks, it can be lowered to make for a higher constitution.

Strength, Intelligence, and Wisdom can be safely ignored, but if you are prioritizing one, prioritize Wisdom. Consider 𝐆a spread similar to the point-buy one below:

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8 (-1)

13 (+1)

14 (+2)

10 (+0)

12 (+1)

15 (+2)

Best Species For A College Of Spirits Bard

A Kenku tinkers away at a piece of equipment in a laboratory
Kenku Artificer by Dave Greco

There are many species that can make for excellent bards, and you will need to try to make a bad choice. Still, there are some options which have better synergy when paired with a college of spirits bard.

Changeling

Bards are a social class that make fantastic diplomats. Changelings only enhance this aspect of bards, allowing them to get access to more places and blend in wherever. Your Shapechanger feature allows you to look like whoever you want, and you gain a plethora of social skills.

Half-Elf

Half-elves also do a lot to enhance to bard's social capabilities. You can select extra skill proficiencies upon creation to really expand upon wha✅t makes a bard what i🌱t is.

Human (Variant)

Not only does the variant human provide an extra skill, it grants your character a feat at character creation. This feat can be very valuable, especially if put into something which enhances your spellcasting, such as Metamagic Adept.

Kenku

An odd and raven-like species, kenku work very well with the occult trappings of the college of spirits. They also have mechanics that pair well with a bard, such as allowing you to gain more skill proficiencies that you can also add advantage to.

Lizardfolk

Lizardfolk are another species which work well with the occult aspect of the subclass while also having a mechanical edge. Natural Armor is a valuable feature here, giving your bard a base armor class of 13 compared to the 11 of leather armor.𓆉 The additional skills are nice, too.

Tiefling

Once more, tieflings are a species that fit well with the theme of the college. More than that, however, is that the spells given by each subspecies can enhance the versatility of and add varie꧂ty to🎃 your character.

Best Spells For A College Of Spirits Bard

Eloquence Bard human in Dungeons & Dragons
Jewel of the North Art via Perfect World

As a bard, you are able to cast spells up to ninth level. Yet most of these spells are not oriented towards damage and are more utility-oriented. As such, you will want to make sure you have some spells for combat but do not overinvest in them. You will not want to waste most of your spells known for lac𝓀kluster damage. The following spells are some that work well with or make sense for a 🐈college of spirits bard.

Cantrips

  • Friends
  • Minor Illusion
  • Thunderclap
  • Vicious Mockery

First Level

  • Bane
  • Faerie Fire
  • Healing Word
  • Heroism

Second Level

  • Aid
  • Cloud of Daggers
  • Enhance Ability
  • Enlarge/Reduce

Third Level

  • Bestow Curse
  • Dispel Magic
  • Hypnotic Pattern
  • Speak With Dead

Fourth Level

  • Charm Person
  • Dimension Door
  • Phantasmal Killer
  • Raulothim's Psychic Lance

Fifth Level

  • Dominate Person
  • Greater Restoration
  • Hold Monster
  • Raise Dead

Sixth Level

  • Eyebite
  • Heroes' Feast
  • Otto's Irresistible Dance

Seventh Level

  • Prismatic Spray
  • Resurrection
  • Teleport

Eighth Level

  • Glibness
  • Dominate Monster
  • Feeblemind

Ninth Level

  • Foresight
  • Power Word: Kill
  • Primsatic Wall

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