
You love the legends and stories of old, and have dedicated your life to studying them. You use these legends to entertain, inspire, and stir the hearts of those who hear you, awakening grief or joy, laughter or anger. You try your best to encapsulate the meaning of these legends so that your music and storytelling raises their spirits or captures their sorrow. You live to hear and recount these Tales of Old.
- Skill Proficiencies: History, Performance
- Tool Proficiencies: Calligrapher's Supplies, one type of musical instrument
- Languages: While you are well-versed in the legends in the Common tongue, your studies have exposed you to some Elvish. While you know your way around Elvish, you are not fully proficient.
- Equipment: A musical instrument (one of your choice), Calligrapher's Set, and a pouch containing 15 gp
Having already studied some legends, you are able to recount some of the Tales of Old. Choose one or two Tales from the list below.
d10 | The Tales of Old already studied |
---|---|
1 | Tale of Prowess - DC 18 |
2 | Tale of Deceit - DC 18 |
3 | Tale of Jollity - DC 20 |
4 | Tale of Bloodlust - DC 20 |
5 | Tale of Mourning - DC 20 |
6 | Tale of Fodder - DC 24 |
7 | Tale of Prophecy - DC 24 |
8 | Tale of Revenge - DC 24 |
9 | Tale of Favor - DC 28 |
10 | Tale of The End - DC 28 |
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.
Once during a long rest, you can recount an ancient Tale to your party to prepare or invigorate them. If you succeed on a Performance (Charisma) check, the magical nature of the Tale is evoked and up to 10 friendly creatures (including yourself) can gain the benefits of the Tale until the next long rest or when a point of exhaustion is taken for not resting.
The world is full of stories such as these, some lost in the rise and fall of past civilizations, waiting to be discovered. You can attempt to research any of the below Tales to learn of them by beating the Tale DC with a History (Intelligence) check in an appropriate setting, though the process to understand them in their entirety is up to the GM.
Tale of Prowess - DC 18
Creatures that are magically invigorated by this tale may re-roll one d20 when they have advantage on the roll. After re-rolling, they must use the new roll.
Tale of Deceit - DC 18
Creatures that are magically emboldened by this tale can cast Disguise Self at will without using a spell slot, and may benefit from the advantage and mimicry components of the Actor feat.
Tale of Jollity - DC 20
Creatures that are magically glamorized by this tale may attempt to enthrall any creature they have interacted with for at least 1 minute, provided the target can understand them. The target must succeed on a DC 20 Wisdom saving throw or be charmed for 1 hour.
Tale of Bloodlust - DC 20
Creatures that are magically enraged by this tale may move up to their movement speed and make an extra weapon or unarmed attack immediately after they reduce a creature to 0 hit points on their turn.
Tale of Mourning - DC 20
Creatures that are magically protected by this tale elicit profound sorrow when they near death. When an affected creature is reduced to 0 hit points by a spell or attack, the source of that action is stunned until the end of their next turn.
Tale of Fodder - DC 24
Creatures that are magically inspired by this tale have advantage on saving throws.
Additionally, affected creatures believe that they gain temporary hit points equal to their maximum hit points. In all likelihood, they will dismiss attempts at healing or assistance. If these temporary hit points are replaced or reduced to 0, the true nature of this magic is revealed (i.e. any damage to temp hp is transferred to regular hp).
Tale of Prophecy - DC 24
Creatures that are magically enlightened by this tale may use their reaction to impose disadvantage on attack rolls that target them.
Tale of Revenge - DC 24
Creatures that are magically disturbed by this tale have advantage on initiative rolls. However, they are so distracted by the disturbing tale that they have disadvantage on any wisdom or intelligence checks.
Tale of Favor - DC 28
Creatures that are magically enhanced by this tale gain a collective pool of 10 luck points. These points can be used per the Lucky feat, but only by creatures that are currently affected by the tale.
Tale of the End - DC 28
Creatures that are magically informed by this tale ignore damage reductions from saving throws (e.g. spell damage halved). If a creature affected by this tale is downed, it immediately fails two death saving throws.
Suggested Characteristics
Successful storytellers have to be able to capture and hold an audience’s attention, so they tend to have strong personalities, whether it be stoic or excitable. They romanticize old legends and often cling to high-minded ideals about the practice of art, literature and the appreciation of storytelling.
d8 | Personality Trait |
---|---|
1 | I know a story relevant to almost every situation. |
2 | Whenever I come to a new place, I collect local rumors and spread gossip. |
3 | I’m a hopeless romantic, always searching for that “special someone.” |
4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. |
5 | I love a good insult, even one directed at me. |
6 | I get bitter if I’m not the center of attention. |
7 | I’ll settle for nothing less than perfection. |
8 | I change my mood or my mind as quickly as I change key in a song. |
d6 | Ideal |
---|---|
1 | Beauty. When I perform, I make the world better than it was. (Good) |
2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) |
3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) |
4 | Greed. I’m only in it for the money and fame. (Evil) |
5 | People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral) |
6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) |
d6 | Bond |
---|---|
1 | My instrument is my most treasured possession, and it reminds me of someone I love. |
2 | Someone stole my precious instrument, and someday I’ll get it back. |
3 | I want to be famous, whatever it takes. |
4 | I idolize a hero of the old tales and measure my deeds against that person’s. |
5 | I will do anything to prove myself superior to my hated rival. |
6 | I would do anything for the other members of my old troupe. |
d6 | Flaw |
---|---|
1 | I’ll do anything to win fame and renown. |
2 | I’m a sucker for a pretty face. |
3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. |
4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. |
5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. |
6 | Despite my best efforts, I am unreliable to my friends. |

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