Base Class: Bard
Bards of the Fey Narrative variety are bards by force--not by choice. Tossed recklessly into the depths of arcane happenings by a fey charm or hex from birth for the sake of the entertainment of the fae folk. Fae folk who spend their time and energy scrying upon this unfortunate soul--one forever cursed to be a source of entertainment for their unseen and faraway masters.
This subclass is an homage. An attempt to evoke the spirit of leading characters in film who are followed by swelling musical scores during pivotal moments in their narrative journey, i.e. Jack Sparrow (from the Pirates of the Caribbean franchise) or Truman (of the Truman Show). These individuals are often existing at or vulnerable to the whims of the onlooking audience--only in the case of this Bard subclass, those onlookers carry tangible power instead of consumer sentiment as their vehicle of influence.
Synchresis
Synchresis is the idea that an audience will merge the sound and picture together in their minds, with lots of leeway. Think of it this way: when Bugs Bunny slips on a banana peel, you hear a slide whistle. This musical element matches perfectly with the visual action, so your mind associates the two. A composer has the opportunity to do the same with a film score, being as blunt or as subtle as they want to. Drums can stand-in for thunder, shrieking strings can stand in for stabbing (as in Psycho). Reinforcing visuals with music can be a strong weapon in the composer’s arsenal.
When you use your Bardic Inspiration feature, you receive a d4 of Bardic Inspiration yourself in addition to the original target as part of the same bonus action. (Only one of your uses of Bardic Inspiration is expended, however.) You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses upon finishing a long rest.
Once you reach level 10 in this class, the d4 you normally receive as a part of this feature becomes a d6 instead.
Up to Something
The attention and influence of your semi-benevolent, semi-indifferent, semi-antagonistic fey hex-makers drives your fate ever onward at a pace that is more to their liking. The world near you--not just you--is subject to their whims and whimsy. Thus, things that affect you have a tendency to do so differently than they do others. If you would roll a saving throw at the end of your turn for a spell or effect, you instead roll it at the start of your turn.
Fey Spotting
Moments of criticality, action, inaction, great success, or overwhelming embarrassment are as important to the vigilant eyes watching your living narrative as they are to you. When you roll either a natural 1 or a natural 20 on an attack, a saving throw, or an ability check, something unpredictable happens more often than not--accompanied by a surge of wild magic.
When you roll either a natural 1 or a natural 20 on an attack, a saving throw, or an ability check DURING COMBAT, the DM may have you roll a d10 on the following wild magic table to determine the magical effect produced (creatures within 60 feet are able to hear the musical accompaniment unless otherwise specified):
|
ROLL 1
2 3
4
5 6
7 8 9 10 |
RESULT A sonorous bass instrument noise plays momentarily. You teleport up to 30 feet to an unoccupied space you can see. Each creature within 5 feet of where you were and where you end up (other than yourself) takes thunder damage equal to your proficiency bonus. Jazzy tones settle over the battlefield for 1 minute. Roll one more time on this table. If you would roll a 2 again, the music gets louder, but nothing else happens. For the next minute, whenever a creature hits you with an attack roll, cymbals crash and that creature takes 1d6 force damage, as magical music lashes out in retribution. Upbeat piano or keyboard music plays at a fevered pace. For the next minute, all spells of each creature that can hear this music with a casting time of 1 action have a casting time of 1 bonus action. A haunting woodwind melody plays, with which birdsong joins in. For the next minute, flowers and vines temporarily grow around you; until this music stops, the ground within 15 feet of you is difficult terrain for your enemies. Creatures within 30 feet of you can’t speak for the next minute. Whenever they try, instrumental chords play instead. For the next minute, mid-tempo chorus music with syncopated drums plays in an aura of 10 feet centered on you, and it moves with you. While in the aura, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and your allies in the aura gain the same bonus. Dance hall music echoes out across the battlefield for 1 minute. You can take one additional action immediately. A quartet of strings strums frantically. If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. Harsh, screeching noise afflicts the ears of each creature within 60 feet of you for 1 minute. You and each creature that can hear it gain vulnerability to both piercing damage and thunder damage. |
When you roll either a natural 1 or a natural 20 on an attack, a saving throw, or an ability check OUTSIDE OF COMBAT, the DM may have you roll a d10 on the following wild magic table to determine the magical effect produced (creatures within 60 feet are able to hear the musical accompaniment unless otherwise specified):
|
ROLL 1
2 3
4
5 6
7
8 9 10 |
RESULT A sonorous bass instrument noise plays momentarily. You teleport up to 30 feet to an unoccupied space you can see. Each creature within 5 feet of where you were and where you end up (other than yourself) takes thunder damage equal to your proficiency bonus. Jazzy tones settle over the scene for 5 minutes. Roll one more time on this table. If you would roll a 2 again, the music gets louder, but nothing else happens. For the next 5 minutes, whenever you or someone you're talking to finishes a sentence, cymbals crash and that, as magical music lashes out in retribution. Any creature affected this way has disadvantage when rolling any Charisma-based ability check. Upbeat piano or keyboard music plays at a fevered pace. For the next 5 minutes, creatures have disadvantage when rolling saving throws against spells and magical effects. A haunting woodwind melody plays, with which birdsong joins in. For the next 5 minutes, flowers and vines temporarily grow around wherever you step. During this time, if you are in a wooded area, you make Dexterity (Stealth) checks with advantage. However, if you aren't, you make them with disadvantage instead. Creatures within 30 feet of you can’t speak for the next minute. Whenever they try, instrumental chords play instead. For the next 5 minute, mid-tempo chorus music with syncopated drums plays in an aura of 30 feet centered on you, and it moves with you. While in the aura, you are surrounded by multicolored, protective lights; you end all magical effects or conditions affecting you or your allies within the aura. Dance hall music echoes out across the scene for 1 minute. Each creature that can hear it must make a Charisma saving throw against your Bard spell save DC or be charmed and compelled to dance until the music ends. A quartet of strings strums frantically. Any creature affected this way has disadvantage when rolling any Wisdom-based ability check. Harsh, screeching noise afflicts the ears of each creature within 60 feet of you for 1 minute. You and each creature that can hear it gain vulnerability to both piercing damage and thunder damage. Any creatures with 4 or less Intelligence that hear the sound must immediately turn and use all their movement to run away from the sound. |
Swelling Score
Scenes of magical influence and/or power are not devoid of accompaniment. The Fey Narrative curse doesn't just concern what happens to you, it also provides emphasis to that which you yourself do. Starting at 6th level, when you use an Action during your turn to cast a Bard spell of at least 1st Level, you may expend one use of your Bardic Inspiration and spend your reaction to roll on the appropriate Fey Spotting feature’s wild magic table to determine an additional magic effect.
Moment of Suspense
Few moments in entertainment carry as much weight as that when the very fate of the life of one of the main character's hangs in the balance. The audience of fey folk who grip the edge of their proverbial seats carries--in and of itself--a kind of magic; magic that lends you aid as the subject of their attention and of their wishes. In accordance with this, starting at 6th level, you roll death saving throws differently than the average charact; you roll a d4 instead of a d20. When you do this, apply the appropriate result from the following:
- On a rolled 1, you receive 2 failed death saves.
- On a rolled 2, you receive 1 failed death save.
- On a rolled 3, you receive 1 succeeded death save.
- On a rolled 4, you regain 1 Hit Point.
Additionally, and in following with added tension, when you or a creature to whom you have given Bardic Inspiration would fail a saving throw, it may spend its reaction (if not incapacitated) to expend and roll one Bardic Inspiration die, double the result, and add that number to the roll. If it would then pass the DC, it succeeds the saving throw instead.
- This option exists in addition to the normal free action use of Bardic Inspiration to aid in succeeding a saving throw.
- This option does not apply to death saving throws (per the requirement of not being incapacitated).
Favorite of the Fey
Once you have reached 14th level in this class, through your trials and tribulations, you have become more connected to--and thus more greatly empowered by--the very fey patrons who cursed you to your fate of entertainment so long ago. Their attention has helped grow the power within you--allowing for archetypal transformation in moments requiring great effort or worthy of serious attention. Following with this, you begin to more closely embody one of the following Fey Character forms (choose one):
- The Rex
- The Robin
- The Rose
Depending on which Fey Character archetype you have come to embody, you may assume a form more closely matching its characteristics as a bonus action. Regardless of which form you have chosen, the form lasts for 1 minute, until you are incapacitated, or until you dismiss it as a free action. Additionally--and still regardless of form--you may use this feature a number of times equal to your Charisma modifier; you regain all expended uses upon finishing a long rest.
The Rex
- Regality and power ooze from the form, posture, attitude, and garments of the Fey Character - Rex. A magnificent crown takes form upon the head of this individual and cannot be removed by anyone except by the character themselves willingly and without influence of magical charm or compulsion. While in this form, you have advantage on Charisma (Intimidation)-based ability checks and advantage on Wisdom saving throws.
- Once you assume this form, you gain 2d10 temporary Hit Points. Additionally, when a hostile creature rolls a saving throw for a spell you cast while in this form, it does so with disadvantage.
The Robin
- Mischief and cunning are exuded in the air, mannerism, tone, and action of the Fey Character - Robin. A shadowy cloak settles across the shoulders of this individual and cannot be removed by anyone except by the character themselves willingly and without influence of magical charm or compulsion. While in this form, you have advantage on Charisma (Deception)-based ability checks and advantage on Intelligence saving throws.
- Once you assume this form, you can choose up to one expended spell slot to recover; this spell slot can't be 4th level or higher. Additionally, you may take either the Hide, Dodge, or Disengage action as a bonus action while in this form.
The Rose
- Beauty and grace make themselves unmistakably evident in the movement, comportment, speech, and aura of the Fey Character - Rose. A glittering pair of gloves alights upon the hands and forearms of this individual and cannot be removed by anyone except by the character themselves willingly and without influence of magical charm or compulsion. While in this form, you have advantage on Charisma (Persuasion)-based ability checks and advantage on Dexterity saving throws.
- Once you assume this form, you gain a +2 magical bonus to your Armor Class until the form is dismissed. Additionally, the first time each creature that hits you while in this form with an attack per turn, that creature then takes magical piercing damage equal to your Charisma modifier.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/19/2022 9:17:27 PM
|
2
|
0
|
1
|
Coming Soon
|
|
|
5/15/2023 6:32:04 PM
|
7
|
3
|
2
|
Coming Soon
|
Comments