At 3rd flush, you can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn ’ thymine count against the issue of bard cantrips you know. For you, it has a stove of 60 feet when you cast it .
At 3rd floor, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the succeed objects as a spellcasting concentrate for your bard spells : a candle, crystal ball, skull, spirit board, or tarokka deck .
Starting at 6th level, when you cast a caparison spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the total rolled.
Tales from beyond
At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your religious Focus, you can use a bonus action to expend one use of your Bardic Inspiration and wheel on the Spirit Tales postpone using your bardic Inspiration die to determine the narrative the spirits direct you to tell. You retain the fib in mind until you bestow the narrative ’ s effect or you finish a brusque or long pillow .
You can use an action to choose one animal you can see within 30 feet of you ( this can be you ) to be the target of the fib ’ south effect. Once you do therefore, you can ’ triiodothyronine bestow the narrative ’ s effect again until you roll it again .
You can retain merely one of these tales in mind at a fourth dimension, and rolling on the Spirit Tales mesa immediately ends the effect of the former fib.
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If the narrative requires a saving confuse, the DC equals your spell save DC .
|Bardic Insp. Die||Tale Told Through You|
|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 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier|
|4||Tale 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.|
|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 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.|
|8||Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it 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 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. A creature that succeeds on its saving throw 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 two rolls of your Bardic Inspiration die + your Charisma 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 envoke 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.|
At 6th level, spirits provide you with supernatural insights. You can conduct an hour-long ritual transmit spirits ( which can be done during a shortstop or long perch ) using your apparitional Focus. You can conduct the ritual with a issue of will creatures adequate to your proficiency bonus ( including yourself ). At the end of the ritual, you temporarily learn one spell of your choice from any class.
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The spell you choose must be of a level equal to the count of creatures that conducted the ritual or less, the while must of a tied you can cast, and it must be in the school of Divination or Necromancy. The choose spell counts as a bard spell for you but doesn ’ thymine count against the number of caparison spells you know .
once you perform the ritual, you can ’ thyroxine do so again until you start a long rest, and you know the chosen spell until you start a long rest .
At 14th level, you immediately have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales board, you can roll the fail doubly and choose which of the two effects to bestow. If you roll the lapp total on both dice, you can ignore the number and choose any effect on the board .
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