You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
You target one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.
Once within the current scene, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Target one creature you can see within 30 feet of you (this can be you) to be the target of the tale. You can’t bestow another tale until you roll again.
You can retain only one tale in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.
If a tale requires a saving throw, the DC is 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 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.
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring loses it’s power until the next long rest. During a short rest, Flark can make a DC10 check with their spellcasting ability modifier - on a successful roll the ring regains it’s power during the short rest.
Tale of Respite: As an action, you can magically vanish and enter the Book of Forgotten Tales, which remains in the space you left. The interior of the book is an extradimensional space that resembles one of the Tales within the Book.
You can choose up to five willing creatures within 10 feet of you, and those creatures are drawn into the pages with you.
You can always remain inside the vessel up to a number of hours equal to twice your proficiency bonus.
You can make an ability check using your spellcasting modifier to try to extend your stay to have a short rest, the DC of the check lessens with each Forgotten Tale the Book has.
While inside, you can make a perception check to hear the area around the Book as if you were in its space.
You can exit the Book using a bonus action. When you exit, you appear in the unoccupied space closest to it.
Any objects left in the pages remain there until carried out.
Once you enter the pages, you can't enter again until you finish a long rest.