Bard, Variant (5e Class)

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Bard

***This is extremely experimental, feel free to critique***


Humming softly as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds the ancient runes matching with her tune. Knowledge of the people who constructed the monument and the mythic saga it depicts become clear.

A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant, embodying the bravery and strength of heroes of old.

Laughing as she tunes her cittern, a gnome gives her ally the confidence of a commanding king which immediately demands the noble's attentions.

Whether scholar, skald, or scoundrel, a bard weaves magic and words to tap into past potential, inspiring allies, demoralizing foes, manipulating minds, creating illusions, and healing wounds.

Creating a Bard

You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Secondly, choose the entertainer background. Third choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: comprehend languages, dissonant whispers, healing word, and feather fall.

Class Features

As a Bard you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bard level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bard level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, whips
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Bard

Level Proficiency
Bonus
Tales Known Features Cantips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th
1st +2 2 Spellcasting, Tales of Old 2 3 2
2nd +2 2 Borrowed Dreams, Restorative Summation 2 4 3
3rd +2 2 Bard College, Literary Analysis 2 5 4 2
4th +2 3 Ability Score Improvement 3 6 4 3
5th +3 3 Wider Audience 3 7 4 3
6th +3 4 Countercharm, Bard College Feature 3 8 4 3 2
7th +3 4 3 9 4 3 3
8th +3 5 Ability Score Improvement 3 10 4 3 3
9th +4 5 3 11 4 3 3 1
10th +4 5 Arcane Narratives 4 12 4 3 3 2
11th +4 6 Wider Audience Improvement 4 13 4 3 3 2
12th +4 6 Ability Score Improvement 4 14 4 3 3 3 1
13th +5 6 4 15 4 3 3 3 2
14th +5 7 Arcane Narratives Improvement, Bard College Feature 4 16 4 3 3 3 2
15th +5 7 4 17 4 3 3 3 2 1
16th +5 7 Ability Score Improvement 4 18 4 3 3 3 2 1
17th +6 8 Wider Audience Improvement 4 19 4 3 3 3 2 1
18th +6 8 Arcane Narratives Improvement 4 20 4 3 3 3 2 1 1
19th +6 8 Ability Score Improvement 4 21 4 3 3 3 2 1 1
20th +6 9 Legend 4 22 4 3 3 3 2 1 1


Spellcasting

You have learned to untangle and reshape the fabric of reality in accordance with your perceptions of reality and history. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into your performance. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see “Equipment”) or other tool aiding your performance as a spellcasting focus for your bard spells.

Borrowed Dreams

Starting at 2nd level, you gain visions of feats of story characters who lend you their talents. After a long rest, you may change a number of skills you’re trained in equal to your Charisma modifier (a minimum of one).

Tales of Old

You are able to tell stories - whether it be through dance, song, oration, or otherwise - of ancient construction which have been told in many variations, but all with the same meaning. These Tales can be told with such conviction and articulation, that you can impose the essence of these Tales on someone or something. Each version contributes in order to solidify the story and most have to be seen to be believed, let alone told like a bard. As a bonus action on your turn, you may choose a creature that can experience your style of performance. If the target is a willing creature, you must make a performance (Charisma) check to succeed. If it isn’t it the target must make a Wisdom saving throw versus your spell save DC. If you succeed and/or the target fails, that creature will gain the effect of a Tale you know. Your Tales are detailed at the end of the class description. When you gain bard levels, you gain new Tales of your choice, as shown in the Tales Known column of the Bard table. You can tell these Tales a number of times equal to your bard level plus your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Restorative Summation

Beginning at 2nd level, you can retell recent events and inspire new strength and courage in yourself and your allies. You may take one minute when there are no hostile creatures nearby to tell a story of your party’s recent actions. This will cause up to 7 friendly creatures - including yourself if you wish - will gain one of several effects. Once done, you cannot do this again until you take a long rest. The effects gained include:

A number of hit dice equal to a quarter your bard level (min 1).

One rage. This effect is only accessible to barbarians only.

A number of Tales equal to half your bard level. This effect is only accessible to bards (min 1).

One use of channel divinity. This effect is only accessible to clerics.

One use of beast shape. This effect is only accessible to druids.

One use of second wind. This effect is only accessible to fighters.

A number of ki points equal to half your bard level. This effect is only accessible to monks (min 1).

A number of points for lay on hands equal to 5 x half your bard level. This effect is only accessible to paladins (min 1).

A number of sorcery points equal to half your bard level. This effect is only accessible to sorcerers (min 1).

One usage of a secondary “once per short or long rest” patron ability. This effect is only accessible to warlocks.

A number of spell slots with a combined level equal to or less than half your bard level (min 1).

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore, the College of Valor, the College of Glamour, the College of Swords, or the College of Whispers, each of which are detailed at the end of the class description. Your choice grants you the option of new Tales and other features when you choose at 3rd level as well as other features at 6th, 11th, and 14th levels.

Literary Analysis

You are so attuned to the structure of stories that you’re knowledge and magic can give you an insight into certain details about any piece of writing. If you spend 10 minutes reading something during a short or long rest in a language that you understand, you may instantly know 3 of the following:

Fiction v. Nonfiction v. Hazy (Supernatural)

IF there is code, but not necessarily which words are coded and what they actually mean

Mental state of the writer of the original piece at the time of writing

What an illustrated picture of the writer of the original piece at the time of writing would look like

Where the original version was written in a general area of 300 foot radius as long as it’s on the same plane of existence

Any symbolism or historical parallels relating to real life

What instruments, materials, and methods the original piece was created with

Wider Audience

Starting at 5th level, you learn to make your performance more bombastic, more accentuated, and more inclusive. When you use any of your tales that refer to an individual, you may target one more person with that Tale. It must be the same Tale and you must make separate rolls for target. The number of targets increases to three when you reach 11th level in this class and to four when you reach 17th level.

Countercharm

At 6th level, you gain the ability to use your skills to disrupt mind-influencing effects. As an action, you may perform in such a way, that all friendly creatures within 120 feet of you are no longer frightened or charmed if they currently are. The friendly creatures must be able to see or hear you in order to be affected by this. This extends to end the effect of paralyzation at 11th level.

Arcane Narratives

At 10th level, you have been able to gleam magic from the reading of traditional languages that your eyes have adjusted to be able to process the intricacies and untold stories of arcane runes. Choose two spells from any class, including this one. A spell you choose must be as shown on the Bard table, or a cantrip. In addition, you are able to memorize written spells from a spellbook or scroll up to your Charisma modifier + half your level. The chosen spells count as bard spells for you and are included in your spells memorized. You are unable to write these spells down and these must be memorized. Everytime you level up, you are allowed to trade out one of these memorized spells with another as long as you have access to a piece of magical writing that you can memorize from. You learn two additional spells from any class at 14th level and again at 18th level

Legend

At 20th level, you gain the endurance and power of legendary figures. Anytime you are below half your maximum hit points, unconscious, or dead for no more than 1 minute, you may instantly have your hit point maximum increase to half your maximum hit points, become conscious if you aren’t already, and instantly apply any and all tales of your choice to either yourself or a hostile creature as long as you know the tale. This won’t expend any of your Tales and you do not have to make rolls to have these succeed. You may only apply the tales to one target each. You must take a long rest before being able to do so again.

Bard Colleges

The way of bard is gregarious. Bards seek each other to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Historic Tales

The College of Lore lets you choose from an expanded list of Tales. The following Tales are exclusively available to you: the Tale of the Creator, the Tale of Beauty, and the Tale of Truth.

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Excruciating Humiliation

At 3rd level you learn to give edge to your accusatory words. If you don’t already know it, you learn the vicious mockery cantrip. If you already know this cantrip, you learn a different bard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast vicious mockery, you do a d6 of damage instead of a d4. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). In addition, you may choose what type of damage the vicious mockery does.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Useful Memories

Starting at 14th level, when you make an intelligence or charisma ability check or saving throw, you may expend a Tale to gain advantage on it. You may alternatively expend 2 Tales to succeed the check or saving throw. If you do this, you must take a long rest before being able to do so again.

College of Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their performances, they inspire others to reach the same heights of accomplishment as the heroes of old.

Glorious Tales

The College of Valor lets you choose from an expanded list of Tales. The following Tales are exclusively available to you: the Tale of the Warrior, the Tale of the Soldier, and the Tale of the Guardian.

Shield of Courage

At 3rd level, you learn the spell heroism if you don’t already know it. If you already know this spell, you learn a different 1st-level bard spell of your choice. When you cast heroism, you may choose to cast the spell at 1st level without using a spell slot up to your Charisma modifier. All expended uses are regained after a long rest. In addition, you may choose to make the spell give 5 times your Charisma modifier in temporary hit points, but it will only last for a turn. Alternatively, you may give the target creature your Charisma modifier in armor class for up to 1 minute with concentration.

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

College of Glamour

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Glamourous Tales

The College of Glamour lets you choose from an expanded list of Tales. The following Tales are exclusively available to you: the Tale of the Child, the Tale of Hope, and the Tale of Revelation

Faerie Flight

At 3rd level, you learn to perform in such a way to inspire lightness in a person. You are able to expend a Tale to give up to 7 creatures within range gain a number of feet equal to half your bard level (min. 1) to their walking speed for the duration of the performance. They are also able to hover up to 5 feet above the ground. In this state their “flying” speed is equal to their walking speed.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by performing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can't use it again until you finish a long rest.

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can't use it again until you finish a long rest.

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce

In addition, as a bonus action, you can assume a magically majestic appearance for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for it's attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

College of Swords

Bards of College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing, and mock combats. Through they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to the performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.

Daring Tales

The College of Swords lets you choose from an expanded list of Tales. The following Tales are exclusively available to you: the Tale of Excalibur, the Tale of Aram, and the Tale of Kavacha.

Blade Flourish

At 3rd level, you learn to perform a Tale as a form of combat. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this turn hits a creature, you can use one of the Blade Flourish options of your choice. You can use only one Blade Flourish per turn. Defensive Flourish. You can expend one Tale to cause the weapon to deal an extra 1d6 to the target you hit. You also add the number rolled to your AC until the start of your next turn.

The extra damage done increases to 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 18th level.

Slashing Flourish. You can expend one Tale to cause the weapon to deal an extra 1d6 to the target you hit and to another creature you can see within 5 feet of you.

The extra damage done increases to 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 18th level.

Mobile Flourish. You can expend one Tale to cause the weapon to deal an extra 1d6 to the target you hit. You can also push the target up to 5 feet of you, plus the number you rolled on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

The extra damage done increases to 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 18th level.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Tale.

College of Whispers

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards,sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

Scandalous Tales

The College of Whispers lets you choose from an expanded list of Tales. The following Tales are exclusively available to you: the Tale of the Traitor, the Tale of the Serpent, and the Tale of the Leech.

Psychic Blades

When you hit a creature with a weapon attack, you can expend a Tale to deal an extra 2d6 psychic damage to that target. The target must also succeed a wisdom saving throw against your spell save DC with advantage or become frightened. You can only do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint you tried to frighten it.

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you of if it can't hear you. On a successful saving throw your whisper sounds like unintelligible mumbling and has no effect.

On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

The charmed creature obeys your commands for fear you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

Once you use this feature, you can't use it again until you finish a long rest.

Tales of Old

If a Tale has prerequisites, you must meet them to learn it. You can learn the Tale at the same time that you meet its prerequisites.

Tale of Aram

Prerequisite: College of Swords

You recall a story of a legendary spear that could slay even the most terrifying of monsters. One creature within 60 feet that can experience your performance gains 1d6 on all attack rolls made with ranged weapons for the next minute.

Tale of Beauty

Prerequisite: College of Lore

You recall a story of a place or person that was so overwhelmingly beautiful that it stopped those who beheld it in their tracks. One creature within 60 feet who can experience your performance shines with brilliant light. Each creature within 15 feet from your target must make a Wisdom saving throw or become charmed for 1d6 turns.

Tale of the Blind Warrior

You recall a story of a warrior who dedicated their life to learning martial prowess despite their blindness. One creature within 60 feet who can experience your performance gains truesight in a 15 foot radius around them, but loses all other forms of vision for the next minute.

Tale of the Caregiver

You recall a story of a character always looking out for the protagonist’s well being. You cannot cast this tale on yourself. One creature within 60 feet who can experience your performance gains 1d8 temporary hit points for the next hour.

Tale of Caution

You recall a story of several dangers and monsters meant to keep little ones from misbehaving. One creature within 60 feet who can experience your performance gains 1d6 to any insight or perception checks made in the next minute. Additionally, they have advantage on all saving throws against traps made in the next minute.

Tale of the Child

Prerequisite: College of Glamour

You recall a story of a lucky, beaming child of innocence and wide-eyed wonder. This Tale can be cast as a reaction. One creature within 60 feet who can experience your performance gains who must make a dexterity saving throw which will do damage to them on a failure and half as much damage on a success will only take half the damage on a failure and no damage on a success for the next minute.

Tale of Comedy

You recall a story of misunderstandings and hilarity from the confusion and panic. One creature within 60 feet who can experience your performance will begin attacking the nearest creature believing that everyone is now their enemy for the next minute.

Tale of Conquest

You recall a story of a conflict between an imposing evil that threatens to destroy the land and a hero who seeks to destroy it and restore balance to the land. One creature within 60 feet who can experience your performance takes an extra 1d6 from you whenever you attack them for the next minute. Additionally, as long as they are no further from you than 90 feet, you can see their outline as if they were affected by faerie fire for the next hour.

Tale of the Creator

Prerequisite: College of Lore

You recall a story of a visionary of great mental strength and vast knowledge. One creature within 60 feet who can experience your performance may pick any three of the intelligence based skills. The target gains 1d6 on all rolls made with these three skills for the next minute.

Tale of Excalibur

Prerequisite: College of Swords

You recall a story of a legendary blade with the power to unite many peoples. One creature within 60 feet that can experience your performance may reroll the damage die for any melee weapon attack they make with two hands as long as the roll is a 1 and the attack is made in the next minute. The must take the new roll even if it is a 1.

Tale of the Fool

You recall a story of a likable, yet clumsy trickster. One creature within 60 feet who can experience your performance has disadvantage on all dexterity saving throws made in the next minute. Additionally, if it has an ability that makes it so that succeeding a Dexterity saving throw negates the damage entirely and failing the saving throw makes it take half damage, negate this feature.

Tale the Guardian

Prerequisite: College of Valor

You recall a story of one who would sacrifice everything in order to preserve something or someone dear to them. One creature within 60 feet who can experience your performance has a spectral shield attached to their forearm. Everything will go through the shield and will not hinder the one with the shield. Whenever a creature they can see attacks a target within 5 feet of them that isn’t them, they may use the shield to impose disadvantage on the attack roll by making the shield physical for that instant. This can be done at anytime during the next minute.

Tale of Homecoming

You recall a story of a group of people far from their home and their quest to return, often defeating some great evil in the process. One creature within 60 feet who can experience your performance gains 1d6 x 5 feet to their speed for the next minute.

Tale of Hope

You recall a story of a brave soul who, no matter how many times they fell down, would always get back up. One creature within 60 feet that can experience your performance and is prone may instantly get up as a reaction without taking an attack of opportunity.

Tale of Kavacha

Prerequisite: College of Swords

You recall a story of a legendary suit of armor which even the weapons of the gods could not penetrate. One creature within 60 feet that can experience your performance gains 1d4 to their AC and 1d4 to any attack rolls for the next minute.

Tale of the Leech

Prerequisite: College of Whispers

You recall a story of one who took advantage of the generosity of others for their selfish desires. One creature within 60 feet that can experience your performance may choose one creature within 15 feet. The creature of their choice subtracts 1d4 - 1 from one roll of your target’s choice within the next minute. Additionally, your target may choose one roll of theirs within the next minute to be increased by the number rolled against their target.

Tale of the Lost

You recall a story of a person who suddenly became quite unsure of their place physically and mentally. One creature within 60 feet who can experience your performance must succeed a Wisdom saving throw or loses 1d4 + 1 to any one roll of your choice made in the next minute.

Tale of the Lover

You recall a story of a broken pair of lovers who will risk everything in order to reunite. One creature within 60 feet who can experience your performance gains advantage on all strength based attacks for the next minute. Additionally, all attack rolls made against the target also have advantage during this minute.

Tale of the Magician

You recall a story of a skilled and ambitious mage of one type or another. This Tale can be cast as a reaction and you cannot cast it on yourself. One creature within 60 feet who can experience your performance and is casting a spell may cast that spell at one level higher without expending a higher level spell slot. This may be done even if the caster normally couldn’t cast the spell at that level.

Tale of the Mentor

You recall a story of an old, yet wise teacher who helped the protagonist on their way. You may choose one 1st level spell or cantrip you know. One creature within 60 feet who can experience your performance may use this spell or cantrip once as if it were there own within the next 10 minutes.

Tale of Misfortune

You recall a story of one who makes mistake after mistake attempting to fix the damage of their last. One creature within 60 feet who can experience your performance gains one of the following effects for the next 1d6 turns: Dazed, Poisoned, Stunned.

Tale of the One-Foot Race

You recall a story of a race where all the contestants were hindered in one way or another. You, however, focus on only the antagonist, destined to lose this race, forcing his inevitable failure on another. One creature within 60 feet who can experience your performance must succeed on a Wisdom saving throw or may only travel half their movement speed per turn for the next minute. Additionally, they have disadvantage on all dexterity saving throws for the next minute.

Tale of the Orphan

You recall a story of a child stranded, self reliant, and resilient. One creature within 60 feet who can experience your performance gains 1d6 to their AC for the next minute.

Tale of Rags

You recall the first half of a story where someone starts from nothing and will one day rise to ultimate success. One creature within 60 feet who can experience your performance gains 1d6 or 1d4 to all their attack rolls for the next minute.

Tale of the Rebel

You recall a story of a rebellious character, resourceful and strong. One creature within 60 feet who can experience your performance gains 1d6 to any unarmed strikes or attacks made with improvised weapons for the next minute. Additionally, they may make an unarmed strike or an attack with an improvised weapon as a bonus action given that the improvised weapon is no larger than small. The damage increase and additional unarmed strike do not affect monks.

Tale of Rebirth

You recall a story of someone who has lost everything and through determination and the help of others rises from their failure like the phoenix. One creature within 60 feet who can experience your performance and is intoxicated, poisoned, stunned, blinded, and/or deafened, they may be cured of up to two of those conditions as long as it was gained no longer than 1 hour ago.

Tale of Revelation

Prerequisite: College of Glamour

You recall a story of a naive character beginning to understand the world around them. One creature within 60 feet who can experience your performance is able to detect the general emotion of any creature within 25 feet. These appear as colored auras around the creature. A creature may attempt to disguise their emotion as another with a deception check, but the target of this Tale gains advantage on any insight check against this roll. A blue aura implies they are feeling some form of sadness; a purple aura implies they are feeling some form of fear; a red aura implies they are feeling some form of anger; a yellow aura implies they are feeling some form of happiness; an orange aura implies they are feeling some form of surprise. They will display the most prominent emotion at the time of the Tale’s casting. This lasts for next 5 minutes.

Tale of Riches

You recall the second half of a story someone who once had nothing has gained all of their desires. One creature within 60 feet who can experience your performance gains 1d6 or 1d4 to the damage of all your weapon attacks for the next minute.

Tale of the Ruler

You recall a story of a charismatic member of royalty with incredible power and authority. One creature within 60 feet who can experience your performance gains 1d6 to any intimidation or persuasion checks made in the next minute. Additionally, they have advantage on all rolls against those who are frightened made in the next minute.

Tale of Seduction

You recall a story of an immoral and lustful being with the only goal of seducing the protagonist. One creature within 60 feet who can experience your performance gains 1d6 or 1d4 to any deception or slight of hand checks made in the next minute. Additionally, they have advantage on all rolls against those who are charmed made in the next minute.

Tale of the Serpent

Prerequisite: College of Whispers

You recall a story about a cunning character, infamous for its ability to escape its consequences with ease. One creature within 60 feet who can experience your performance gains advantage on all rolls against being grappled and is no longer affected by difficult terrain for the next minute.

Tale of the Shadow

You recall a story of a legendary assassin who was believed to have become one with the shadows themselves. One creature within 60 feet who can experience your performance gains a 1d8 to any stealth checks made in the next minute. If your performance would normally be heard, it is only heard by the target.

Tale of Shortcoming

You recall a story of one who seemed all powerful, but was defeated by an overlooked weakness. One creature within 60 feet who can experience your performance and has a resistance or immunity loses one immunity or resistance to a damage type for the next minute. If it has multiple, you may choose which immunity or vulnerability is removed. If an immunity is negated, it gains resistance to that type of damage.

Tale of the Soldier

Prerequisite: College of Valor

You recall a story of a cunning soldier that survived the war by taking any and every opportunity they could. One creature within 60 feet who can experience your performance adds 1d6 to the damage of any attack of opportunity they make for the next minute.

Tale of the Traitor

Prerequisite: College of Whispers

You recall a story of an opportunist who turned their loyalty at the first sign of reward. One creature within 60 feet that can experience your performance may make a special attack once to a target that they have advantage against. This attack allows them to deal an extra 1d6 damage for this attack. Additionally, they may hide, disengage, or dash as a bonus action for the next minute.

Tale of the Trapeze Artist

You recall a story of a performer in a circus, known for their incredible talent on the trapeze. One creature within 60 feet who can experience your performance gains 1d6 to any acrobatics or performance checks made in the next minute. Additionally, they have advantage on all dexterity saves made in the next minute.

Tale of Truth

Prerequisite: College of Lore

You recall a story of one who could see through all forms of deceit, however powerful or dangerous such lies were to break. One creature within 60 feet who can experience your performance will disrupt any magical illusions within 5 feet of them for the next 10 minutes.

Tale of the Wandering Nurse

You recall a story of a kind apothecary who aided a wounded adventurer. One creature within 60 feet who can experience your performance gains 1d4 to any medicine or survival checks made in the next minute. Additionally, they have proficiency using an herbalism kit and can use it to increase one’s hit points by 1d4 within the next minute.

Tale of the Warrior

Prerequisite: College of Valor

You recall a story of a warrior of great prowess and strength who’s strength allowed them to attack with complete ease. This Tale can be cast as a reaction. One creature within 60 feet who can experience your performance and has just made the attack action may make another attack action.

Tale of the Woodsman

You recall a story of a strong outlander who became very close with nature in their collection of it. One creature within 60 feet who can experience your performance gains 1d6 to any animal handling or athletics checks made in the next minute. Additionally, they have advantage on all rolls against plants made in the next minute.



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