Base Class: Bard
The Golden Grin exists to enlighten and inspire, keeping ears and eyes out for the murmurs of tyranny and cruelty and deposing those responsible through social upheaval, or occasionally direct intervention. The idea that each person is capable of great things permeates its mantras and beliefs, and the wandering storytellers of the Grin are known to pay handsomely for tales of local heroes and majestic deeds of courage to add to their repertoire of stories and songs. If the people’s hearts grow cold enough to reject words and poems, the noblest of grinners will often rise to the occasion and get their hands dirty to display such an act of heroism themselves.
Folk heroes, and folk singers. The Grinner’s are champions of the people. Those who are down on their luck, or have found themselves in trouble and in need of aid.
The Grinner’s are a secretive bunch, who prefer to stay anonymous in their intervention. They are tricksters and performers, who use subterfuge to turn luck to anyone’s favor.The song of the people, The song of Rebellion, and The song of Heroes are all songs that inspire creativity and what it means to come together for a cause.
The Grinner’s Mote
3rd-level Grinner’s Song feature
Whenever you give a creature a Bardic Inspiration die, you can utter a note from The Grinner’s Song to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, the comedy, tragedy mask, or another symbol of art or life that you choose.
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die, or half as much on a successful save.
Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to regain hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.
You also gain access to the Grinner Spell list.
| Spell Level | Spells |
| 2nd | Aid, Pass without Trace, Mirror Image |
| 3rd | Beacon of Hope, Major Image |
| 4th | Dimension Door, Freedom of Movement |
| 5th | Seeming, Legend Lore |
| 6th | Heal, Mass Suggestion |
Song of the People
At 3rd level, you gain the ability to harness the true power of The Song of the People.
One of the main focuses of the Grinners is to inspire others, and help those down on their luck. Saving people, and impacting the lives of the downtrodden are some of the core tenets of The Golden Grin. The Song of the People is a melody that uplifts those around you.
Song of the People: Whenever an ally uses your bardic inspiration, Both you and your ally regain additional hit points equal to the amount rolled plus your CHA modifier.
Whenever you cast a healing spell, You may increase the amount healed equal to your CHA modifier.
Once per day, you may cast the Mass Healing Word spell, without expending a spell slot.
- When you roll initiative, You may expend one use of this feature to start your turn with this song active.
- This feature requires Concentration.
- You can use this ability a number of times per day equal to your proficiency bonus. You can't do so again until you finish a long rest.
- Additionally when you reach 6th level in this class, whenever you use your bardic inspiration, you may change your tune to adapt the Song of Rebellion by expending one use of that feature.
Song of Rebellion
At 6th level, you gain the ability to harness the true power of the Song of Rebellion.
When you play The Song of Rebellion, you inspire those around you to take action against their oppressors. You bolster their defenses and help to improve their ability to fight back.
Song of Rebellion: While you are playing the Song of Rebellion, You may grant each ally (including yourself) within 30ft of you +2 to all attack rolls and saving throws.
If an ally uses your bardic inspiration on a saving throw while within range of this song. Double the number of temporary hit points received from the roll.
Rebellious Reaction: Additionally as a reaction whenever one of your allies is attacked, you can inspire them to take action.You grant an ally the ability to make an attack against an opponent without spending a reaction of their own. If that ally uses your bardic inspiration on the attack, double the amount of thunder damage the enemy takes from your mote of potential.
- When you roll initiative, You may expend one use of this feature to start your turn with this song active.
- This feature requires Concentration.
- You can use this ability a number of times per day equal to your proficiency bonus. You can't do so again until you finish a long rest.
- Additionally, whenever you use your bardic inspiration, you may change your tune to adapt the Song of The People by expending one use of that feature.
Song of Heroes
At 14th level, you gain the ability to harness the true power of the Song of Heroes.
Inspiring greatness in your allies is one of the most effective ways to turn the tide in battle. Heroes are born in times of strife, and their stories are held in song for all ages to come.
Heroic Inspiration: As an action, You surround your allies with an aura of radiant energy.
Choose up to 6 creatures within 60 ft of you. Each one of them is surrounded by a 10ft shroud of radiant energy that heals them by 2d10 at the start of each of their turns, and deals 2d10 radiant damage to each enemy that enters or starts their turn within the aura. This effect lasts 10 minutes, and cannot be used again until you finish a long rest.
The aura cannot overlap.
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