Arcane Storyteller (5e Class)
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Arcane Storyteller
Arcane Storyteller
The world is full of life. To truly understand cultures and pass on this gift of history, people have gathered around campfires and in town squares, village huts and in the depths of the forests. All for the sake of storytelling. To see the wide-eyed wonder in a child's eyes at stories of adventure, romance, and mystery is what being a Storyspeaker is all about. Much like her Bard cousins, the Arcane Storyspeaker preforms for the amusement for her audience and if she can make some good coin while doing so, all the better; but when she's in danger, she can spin a tale so captivating, the pages seem to really... come to life. The part a Storyspeaker plays is like that of a Wizard, off the front lines but off to the side and are more versatile; malleable when it comes to their role. Whether telling a riveting legend of heroes against titans to inspire and boost moral or scaring the pants off of enemies with a scary ghost story; Storyspeakers use their vast repertoire for boosting allies, sabotaging enemies, or directly effecting the situation. These magic bookworms can be powerful friends and scary enemies.
Creating an Arcane Storyteller
The first question any self respecting Arcane Storyteller should ask themselves is why do what you do? Do you like to wander around telling stories to children of all ages? Do you relish in the expression of a captivated audience? Perhaps you're a writer in search of fame and glory or a seeker of ancient forgotten lore. How did you learn to perfect your storytelling? Are you still learning? Whatever the case, you've shown you love spinning epic yarns and seeking out legends even time forgot. Storytellers find kindred spirits in Bards and Sorcerers for their flare and excitement and ability to attract the crowds. They can also be found following behind a Fighter or Paladin in hopes of documenting their tales of adventure. Arcane Storyspeakers can be from almost any walk of life. An Orc Storyteller might have a tale of warring tribes and clansmen or a Gnome with a hilarious anecdote. Those not magically inclined might find some trouble but anyone whose heard a tale worth telling (which is most of them) can be one. Lawful players might follow the library system like a way of life, using the Dewey decimal system like a bible. Chaotic Storytellers may not always tell the story exactly as it was and may leave books wherever they may, but will spread stories through word of mouth as best they can. Good aligned Storytellers tell tales for the sheer enjoyment of making people smile while Evil one might use their stories to lie, cheat, or scare their way to their goals.
- Quick Build
You can make an Arcane Storyteller first draft style by following these quick tips! First, Charisma should be your highest ability score, followed by either Dexterity or Constitution. Second, choose any background really. Charlatans might telling bloated stories about things they'd never done while Acolytes might tell stories praising their gods. Folk Heroes might tell epic poems about their homelands while Hermits might rant on about the truths they happened upon in their exile. Go crazy really.... Third, choose the Scholar's Pack for an added Lore Book!
Class Features
As a Arcane Storyteller you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Arcane Storyteller level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Arcane Storyteller level after 1st
- Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaff, light crossbows
Tools: Calligrapher's supplies, disguise kit
Saving Throws: Charisma and Wisdom
Skills: Choose three from Arcana, Deception, History, Investigation, Performance, and Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) an entertainer’s pack or (c) calligrapher’s supplies
- (a) 10 darts, 2 daggers, and a storybook or (b) {{{item3b}}}
- If you are using starting wealth, you have 4d4 x 10 Gold in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Storybook | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Class Genre | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Philosophy Check | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Class Genre Feature, Context Clues | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | From Beginning to End | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Class Genre Feature | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Literal Following, Un-Official Authority | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Proper Oration | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement, Class Genre Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Three Act Story Structure,Renown | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Class Genre Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Class Genre Feature | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Magnum Opus | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Storybook
At 1st level, you obtain your first storybook. This writer's journal acts much like a wizard's spellbook. You may have spent years writing your tall tales, scribbling ideas, or you may have simply found it somewhere and you were drawn to it as if fate demanded you take this tome. This tome is bound to you and requires a 1-hour ritual attunement should you ever lose yours and acquire a new one. This tome also acts as your arcane focus.
Spellcasting
At 1st level, you gain the ability to tell stories infused with magic to preform feats that astound, amaze, captivate, and inspire. You can choose your spells from the bard spell list. Storytelling is equivalent to spell-casting for game rule purposes. The biggest difference about spellcasting and storytelling is that all spells cast require a tale be told to facilitate the arcane energies required to cast spells. This means all spells have vocational components To cast one of these spells, you must expend a slot of the spell's level or higher.
- Preparing Story Spells
You must prepare; rehearse if you will, the spells you would cast for the day and spend an hour a day doing so. You can prepare any spell you know that you have spellslots for and you regain spellslots spent after a nice long rest.
- Stories Known
You know spells equal to the number of spell slots available. e.g. at 3rd level, you have four 1st level spellslots and two 2nd level spellslots. Therefore you know four 1st level spells and two 2nd level spells.
- Storytelling Ability
Charisma is the spellcasting ability for your Storytelling.
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Storytelling Focus
Your Storybook is your arcane focus and your spells that require non-priced materials no longer need them to be cast.
Class Genre
At 2nd level, you must choose what type of stories you want to tell and what kind of storyteller you want to become from the Class Genres. You gain additional features from your genre at 6th, 9th, 12th, 15th and 18th levels. Depending on your past experiences, the world around you, or just for your own whimsy, you can chose...
Tales from the heart of a culture, these tales have messages that are meant to help people avoid trouble and teach moral lessons. These are legends of heroes and villains from long, long ago; in the time of ancients to inspire others and gain the power of heroes long past. You chose to recite the legends of old to amplify your own power and inspire other to achieve things only heroes could accomplish!
Wonderful stories of Lovers and the warm feelings of the heart. Sometimes though, the ending might not be so happy. You enchant friends, and trick enemies into seeing what they lust for the most. Love makes people do crazy things. You also gotta love slapstick humor and nothing says roadrunner cartoon like changing sizes, disappearing ink and silly things to make people laugh! Now combine the two for some serious Notice me Senpai action.
Some take delight in the smiles of audiences and the cheer of crowds. You on the other hand, love the dark scary stories of creeping dark and monsters with things that go bump in the night. These stories are known to dehabilitate and horrify enemies.
Well Read, Well Learned
When the many asked how something is done, you asked the more important questions like why. At level 3, you may substitute Wisdom for your Intelligence ability score, when making skill checks and saving throws for Intelligence. Likewise, you may substitute Wisdom with your Intelligence ability score when making skill checks and saving throws for Wisdom.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Context Clues
At level 6 You realize... you've read so much and not all of it in common that you can read in any language so long as it is written down. You may use this to read ancient writings in forgotten scrolls or writing on the walls of an ancient dungeon but that doesn't mean you can speak these languages.
From Beginning to End
At level 7 you've begun to master the simplest of story structures. Much like the Fighter can make two blows in a single stroke, you may cast two cantrips with a casting time of 1 action during the same action. You may only do this a number of times equal to your Charisma Modifier. You regain these uses after a long rest.
Un-Official Authority
At level 10 your speaking skills are quite the feat. Your voice is so well received that people just trust what you say is true. You now make Deception and Persuasion skill checks with advantage.
Literal Following
You have gotten so popular! Scribes, Librarians, People of Learning all love your work and would love to get your autograph! At level 10 you can make a Carousing check (XGtE) once per long rest and establish probable contacts but be warned, sometimes you can make rivals and enemies just as easily as friends.
Proper Oration
Remember! When you perform, you perform to the back of the audience! At level 11 you may double the range on your cast spells a number of times equal to your Proficiency Bonus and regain this feature after you complete a long rest.
Renown
You've finally done it. You've hit the big time! People are talking about you and scribes are telling your stories now! At level 14, you can spend your downtime performing or telling stories. Doing so gives you advantage on checks to gain money from your performances or storytimes.
Three Act Story Structure
Time to perfectly master the fundamentals of proper storytelling. At level 14, you may cast three cantrips in one action. But you may only do this a number of times a day equal to your Charisma Modifier.
Magnum Opus
At level 20, you've studied, learned, and experienced all that you could and finally; finally you've completed your masterpiece! You storybook will never be the same! You may choose five spells from any spellcasting class of level 5 or lower and add them you your list of spells known. These spells do not count against any limits already in place and count as Arcane Storyteller Story-spells all the same. Of course, the ability score for these spells are still Charisma.
Class Genres
Myths and Legends
The Iliad, The Epic of Gilgamesh, Faust, The Inferno. These are the but examples of the writings that can inspire greatness. The best skills are passed down from the survivors and these beomome the stuff of legends.
- Long Ago, Far Far Away
These stories of great heroes always take place across epic landscapes. Reading so ferociously has mentally prepared you for some landscapes of your own. At level 2 you may chose a favored terrain and gain the same benefits as if you were the ranger class. This type of difficult terrain doesn't hamper you and you can always find food.
- Fighting in The Shade
At level 6, your love of epic siege war stories has taught you the secrets of the wall-watching sentinels. As a bonus action, when you are dealt damage from a non-magical projectile, you may roll 1d10 and negate that amount of damage. If the total damage left over is 0, you appear unscathed and have advantage on intimidation checks until your next turn.
- Heroic Presence
You have begun to take on a more heroic form and your allies have taken notice. At level 9 only once per day, you may inspire your comrades similar to bardic inspiration. You may bestow 1d6 inspiration per long rest.
- The Way Back Home
At level 12, You may cast the Mordenkainen's Magnificent Mansion spell once per day. The realm this door leads to is always a warm and well lit hamlet home, rustic longhouse or reminiscent of a knightly hall.
- Legendary Hero
At level 15, you have tapped into the very essence of an epic tale and this magic manifests itself through you. While unarmored and wielding no weapons, your AC equals 13 + DEX. So long as you wield no weapons, you cast Spiritual Weapon without using a spell slot a number of times equal to your Charisma modifier. This doesn't count against spells you already know.
- True Heroism
The answer was so obvious but only now do you see the truth. It was never the strength of the hero that mattered but the strength of his heart. You intend to spread this message. Once per day, your actions, your stories, you, inspire people. At level 18, as an action, all allies gain a Hero Die. Before the day is through, those with Hero Dice may spend it to add 1d10 to any one skill check, ability check, ability save, or attack roll.
Romance and Comedy
Notice me Senpai! Hearts and Hi-jinks aplenty that tickle the funny bone and warm the heart. Trick the eyes and keep hearts hot and heavy with these steamy stories.
- Performance Artist
Writing. You're not that into it. Oration. seems fun but something's missing. So, what's someone of your talent and charisma to do? Acting! Of course! From level 2 onward, you gain the ability to preform perfect acting techniques to use in and out of combat. You may make a Performance Skill check against a target's Insight check to put an interesting spin on every scene of life equal to your proficiency modifier. A bit of warning to all the aspiring thespians with a few less than appreciative fans. Any of these skills used in combat are made at disadvantage. You gain acting techniques at level 6, 9, 12, 15, and 18.
Level 2: Benvolio: Love and peace can be the answer sometimes. You may make a Performance check against a target creature's Insight. On a success, you may charm a creature who can see and hear you into losing it's hostility toward you for one minute.
Level 2: Mercutio: If you died to-morrow, we'd find you a grave man! Ha! You may make a Performance check against a target creature's Insight. On a success, you may force a creature who can see or hear you to focus solely on you for one minute. Any skill or attack roll made against a target other than you are made at disadvantage.
Level 6: Dancing Dirty: Never the wallflower and never in the corner, you may make a Performance check against a target creature's Insight. On a success, you charm a creature just enough to dance for one minute. For the duration, you and your target "partner" are considered restrained with no movement speed.
Level 9: The Avenue Queue: You got 'em rolling in the aisles! All creatures with sight and hearing of your performance must make a Wisdom Saving Throw or be stunned until the end of their next turn.
Level 12: A Fair Lady: To be a famous actor and beloved by all! Wouldn't it be lovely! With this lovely bit of acting, you may cast Dominate Person on any one creature that can see and hear your performance. The same rules as the spell still apply, of course.
Level 15: Robbing Hoods, The Man in Tights: This piece of comedy hails from the brilliant mind of the great bard Mel Brooks and while most fighters aim for the throat, you aim for the belt. As you make an attack action, you may instead, choose to make a Performance check against a target's Armor Class. If the performance attack lands, roll damage as normal, BUT you deal no damage to the creature. Instead you inconvenience the creature in such a way that it cannot make any reactions until the end of your next turn. You may then half the damage you would've dealt with your feigned attack and add that many gold pieces to your treasury.
Level 18: Standing Ovation: They love you. They really love you! And everyone can hear it. All creatures with sight and hearing of your performance must make a Constitution Saving Throw. You deal 8d6 Thunder Damage to all creatures within a 30ft radius and any poor fool who failed the saving throw is also deafened and knocked prone until their next turn.
- Lovefool
You just make people's hearts flutter and your wacky antics are contagious. People just can't seem to stand up straight At level 6, pick a creature you can see. That creature has disadvantage in Dexterity checks regarding you or allies with 5ft of you and you may impose disadvantage on any skill check which relies on Intelligence or Wisdom for any creature you see with an Intelligence or Wisdom score of at least 8.
- Invoke Tears
You can't tell if they're laughing too hard or crying too much but your stories just bring the people to tears. At level 9 you can use this ability against a target creature within 30ft of you. When that target makes an attack roll or skill check against you, you make roll 1d100. On a result of 20 or lower, your story has brought the target to tears and the skill check or attack roll fails
- Careless Whispers
At level 12, your voice is so soft and sweet, people just turn to putty in your hands. You may whisper this ability into target creature's ear. Target creature is stunned until your next turn. After this effect ends, target creature is aware you've used magic to influence it and will become hostile toward you. You may use this feature again a number of times equal to your Charisma Modifier.
- Bathroom Door
At level 15 you have mastered a hilarious gag. Never miss the most important time of the day again. If you activate this ability, for 1 hour every door you open magically leads to a restroom, toilet, loo, or bathroom. Doors you open are magic and you may use this only once after completing a long rest.
- The Way of the Underdog
You're just so funny and lovable, people can't help but like you. You may use this feature equal to half of your Charisma Modifier rounded down after completing a long rest. At level 18, you have something of a Legendary Resistance and if you fail a saving throw, you may chose to succeed instead.
Horror
Fear is important. It reminds us we're alive. It tests the fight or flight instinct. Utilize this and really... captivate your audiences.
- Paperback Traps
You've moved away from proper oration and instead focused on serial writing. At 2nd level you may spend 1 hour a day infusing terrifying scripts with your own latent power at a cost of 10 Gold per hour spent. When the hour ends, you obtain 1 Paperback Trap per hour spent. These small books can be thrown 20/60 ft or left upon shelves and thrown on floors to be laid out as traps. You gain new Traps at level 6, 9, 12, 15, and 18.
Level 2: The Wretched Stench of...: A pungent spray spews from the pages of your tome or Paperback Trap. -2 Concentration checks and -1 INT, WIS, and CHA Checks
Level 2: Snare-y Ghost Story: A paperback trap that when stepped on, summons skeletal hands to make an enemy fall and hold them to the ground, prone. DC 12 + Cha Mod. to dodge with a Dexterity saving throw.
Level 6: Curse of The Black Lagoon: A set Paperback Trap becomes a 10ft radius of magically difficult swamp terrain. The subject's base speed is halved.
Level 9: Glimpse of The Other Side: A set Paperback Trap goes off to reveal the other side. DC 12+ Cha. Mod. to resist peering into a fate worse than death like a flash bang grenade to blind and deafen enemies.
Level 12: The Inferno: This Paperback Trap deals 3d6 fire damage to anyone who steps on it and the victim must make a Wisdom saving throw DC 12+ Cha. Mod. or be shaken by the fear of eternal damnation.
Level 15: Night Terror Pack: This Paperback Trap releases a puff of sleeping powder mixed with magic to induce nightmares. A DC of 15 + Cha Modifier need to be beat in order to be only fatigued. Failure results in being asleep until awoken and taking 1d6 damage per round while asleep.
Level 18: Night of The Living Dead: This Paperback Trap creates 1d6 Skeletons and Zombies when activated. Warning though, these undead can't tell friend from foe.
- Jump-Scare Flair
Boo! At level 6, one target creature of 5 Hit dice or less flee for 1d4 rounds. You may use this ability equal to your proficiency bonus.
- The Bogman
He comes in the night for all the naughty children of the world. At level 9 you may summon an eerie form that acts as the Unseen Servant spell as many times equal to your Charisma Modifier. The Boogey Man however, may deliver touch spell attacks on behalf of his master.
- Terrorizing Words
At level 12 you narrate just like Vincent Price and Terror is your name. Your storytelling is so bone-chilling that you gain access to the Lore Bard's Cutting Words ability! Instead of slinging insults, as a bonus action, you speak so chillingly with such sinister and foreboding diction you may roll 1d6 and reduce the total of an attack roll, saving throw, or skill check against you. You may do this a number of times equal to your Charisma modifier (minimum 1)
- Unsettling Horror Stories
Those who hear your words find it very hard to sleep afterward. At level 15, you may use this ability a number of times equal to half your proficiency bonus. Select a target creature and tell them a terrible tale of horror and menace. This creature and all creatures within 5ft of it lose the ability to gain the effects of a short or long rest. Any ability such as regaining class features or restoring spell slots can't be redeemed and eventually this can lead to Exhaustion. You regain all expended uses of this feature when you complete a long rest.
- Graveyard Society
At 18th level, you may use your action to utter a story so terrifying, it's has been known to kill the faint of heart. All creatures below 10 Hit Die in a 20ft radius must make a Constitution Save against your Spell DC or fall to 0 hit points. You regain the ability to use this after 7 days.
Arcane Storyteller Spell List
As an Arcane Storyteller, you bear close resemblance to the Bard. At 1st level onward, you can only learn Cantrips from the Bard Spell list. Otherwise, you learn and prepare spells from the Sorcerer Spell list.
Multiclassing
Prerequisites. To qualify for multiclassing into the Arcane Storyteller class, you must meet these prerequisites: Charisma 14 and Dexterity or Constitution of 12
Proficiencies. When you multiclass into the Arcane Storyteller class, you gain the following proficiencies: Calligrapher's Supplies
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