Wander with Wayward Spirits
Your hollow, haunting whistling calls to the spirits of the departed and invite them back to the world of the living. Where do you wander, and who do you call?
Level 3
Handy Haints.
You can summon vagabond spirits called haints. When you target a creature with Songweaver’s Inspiration, you can summon a haint as a Reach 2 aura around them. This lasts until the end of the encounter, you use its Reaction ability, you summon another, or you are incapacitated. You can choose its form:
Grump. Allies in the aura have advantage on STR saves. Reaction: Increase the damage dealt to a creature within the aura by a roll of your Inspiration die plus WIL.
Sad Sack. Attacks against allies in the aura have disadvantage. Reaction: Make an attack against an ally in the aura miss.
Scamp. Allies starting a turn in the aura increase their Speed by 2 until the end of their next turn. Reaction: an ally in the aura may reroll a save.
Level 7
Homeward Bound.
(1/Safe Rest) Action: Summon a ghostly train that returns you and your companions to a known destination you marked at the end of a Safe Rest. You can mark up to KEY locations.
Level 11
Ride the Rails.
(1/Safe Rest) Action: Summon a ghostly train along a 12x3 Line. Up to six allies within 6 spaces can hitch a ride on the train and teleport to an unoccupied spaces of your choice adjacent to the Line. Other creatures in the Line are Dazed until the start of your next turn and take Psychic damage equal to three rolls of your Inspiration die (WIL save for half damage only).
Level 15
Last Stop.
(1/Safe Rest) Action: Blow a whistle to curse up to six creatures you can see, making them vulnerable to Psychic damage and Frightened of the source of that damage until the end of their next turn. (WIL save, repeats on turn end).