Base Class: Bard
Bards of the College of Tall Tales wander the continent, delighting in the outlandish tales these diverse lands and people have to offer. They constantly seek new folklore, myths, and stories to add to their collections, which they use to prepare themselves for their adventures. Every story has a grain of truth behind it, but these Bards know the real power of a tale is what it inspires in others.
Local Knowledge
When you spend 10 minutes listening to a story, legend, or piece of folklore for the first time you can glean a deeper understanding of it. Choose one skill or tool proficiency that you lack and gain it. You lose this proficiency after 7 days have passed or when you use this feature to choose a different proficiency that you lack.
Well Travelled
Your experience with tales bolsters your attempts to try to learn or recall information. When you make an Intelligence or Wisdom check using a skill with which you are not proficient, you can add a Bardic Inspiration die to the ability check without expending any of your Bardic Inspiration uses. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
You can use this feature twice and you regain any expended uses when you finish a long rest.
Larger Than Life
At 6th level, you can see the seeds of truth in folklore and legends. When you roll for initative you may choose one creature you can see within 120 feet of you. If you have heard tales about the creature or its species you can choose one of the following categories, if the creature possesses any abilities of the chosen type you learn one (chosen at random by the DM).
The categories are:
- Special Traits
- Vulnerabilities
- Resistances
- Damage Immunities
Whenever a creature rolls one of your Bardic Inspiration die to add it to a saving throw against an effect created by the target, or to add it to an attack roll that would deal the damage type of a Vulnerability you learned using this ability, the roll's value is doubled.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
The Stuff of Legend
Starting at 14th level, you can channel the magic of the legendary stories and folklore you’ve collected to alter moments in your own tale. As an action, you can choose to begin one of the following chapters: Savagery, Resilience, or Potential, which are associated with Attack Rolls, Saving Throws, and Ability Checks respectively. A chapter lasts 10 minutes or until you are incapacitated.
During the chapter, whenever a creature adds your Bardic Inspiration die to the associated type of roll, they can choose another creature within 60 feet of them, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. This second die can only be added to the type of roll associated with the chapter. A creature can have only one Bardic Inspiration die at a time.
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