Base Class: Bard
The College of Fisher’s Tradition is the school of Bards who spin tales of their accomplishments, ancestral traditions, and stories of their adventures in the wild blue yonder - and stretch them beyond the constraints of reality. With their magical skill, College of Fisher’s Tradition Bards can weave tales that inspire and empower their allies, conjure magical creatures from their adventures in angling, and cast unique spells that aid them in angling and adventure alike.
Bonus Proficiencies and Fisher's Tales
When you join the College of Fisher's Tradition at 3rd level, you gain proficiency in Deception
(Bonus Action - Expends Bardic Inspiration). You tell one of the tales [see Fisher’s Tale table] sharing it with yourself or an ally you can see within 30 ft. After the tale is spoken, it grants them its magical effect for 1 Minute.
· You can tell only one of these tales at a time. Telling another tale immediately ends the effect of the previous tale told.
Fisher’s tale effect:
Tale of the Whopper: For the next minute, the target creature gains a Weapon Proficiency with a single melee or ranged weapon of your choice if the target were not already proficient. The target can also wield this weapon as though it had the Finesse property.
Tale of the Slippery Devil: For the next minute, the target creature’s Walk Speed is increased by 5 ft. and does not provoke Opportunity Attacks when moving out of a hostile creature’s reach.
Tale of the Never-ending Reel: For the next minute, each time the target creature takes damage from a creature that strikes them with an Attack Roll, the target may subtract their Proficiency Bonus from the damage taken.
Tale of the Genius Angler: Select a willing creature (which can be yourself) and a separate creature that you can see within 30 ft. of you. For the next minute, the target creatures have Disadvantage on Attack Rolls made against each other.
Tale of the Lakeside: Camping For the next minute, the conscious target creature recovers Hit Points at the start of each of their turns equal to your Charisma Modifier (minimum of 1).
Tale of the Dark Waters: For the next minute, when the target creature is subjected to an effect that allows them to make a Saving Throw to take only half damage, they instead take no damage if they succeed on the Saving Throw, and only half damage if they fail. Once this happens, the tale’s effect ends.
Tale of the Broken Line: For the next minute, the willing target creature goes on a rampage, gaining Advantage on Attack Rolls during their turn, but Attack Rolls against them have Advantage as well.
Tale of the Amphibians: The willing target creature is transformed into a Giant Toad [SRD 5.1], as if by casting the Polymorph spell. The duration of the spell, when cast in this manner, becomes 1 Minute. The Proficiency Bonus of the Giant Toad equals their Proficiency Bonus.
Tale of the Dredger: For the next minute, as a Bonus Action, you can conjure a piece of junk and throw it at a creature within 30 ft. of you, cursing them with misfortune. On the target creature’s next Attack Roll or Saving Throw (their choice), they must roll 1d8 and subtract the number rolled from the Attack Roll or Saving Throw.
Tale of the Water’s Gleam: For the next minute, the target creature gains 2d8 + your Charisma Modifier in Temporary Hit Points as magical waters wrap around and shield them. While these Temporary Hit Points remain, the target creature also gains a +1 to their AC.
Bonus Cantrips and Spells; Spellcasting Focus
You learn the Tall Tale Cantrip. This Cantrip doesn’t count against your number of Cantrips known.
You learn the Magic Whistle and Fable’s Folly spells. These spells don’t count against your number of spells known.
You may use any part of Fishing Tackle (such as a fishing pole) as a spellcasting focus instead of a musical instrument.
Conjured Tale
Your magical prowess allows you to bring your tale to life.
(Bonus Action - Proficiency Bonus/Long Rest). You can imagine a Medium size or smaller fish you have encountered or heard about in your lifetime and conjure a spectral version of this fish within 30 ft. of yourself. On your subsequent turns, as a Bonus Action, you can move this fish up to 30 ft. in any direction and have it take one of the following Actions:
· Help. Your spectral fish grants the Help Action to a willing creature within 5 ft. of it.
· Tale Whip. You can make a Melee Spell Attack against a creature within 5 ft. of the spectral fish. On a hit, the target is struck and takes Force Damage equal to 1d8 + your Charisma Modifier This spectral fish lasts for 1 Minute or until you are knocked Unconscious.
Master of Tradition
Your mastery of storytelling has created powerful manifestations from your tales.
· When telling Fisher’s Tales, you may tell up to 2 of these tales at a time. Telling another tale beyond these 2 immediately ends the effect of the first tale told, replacing it with the new tale.
· The movement range of your Conjured Tale increases from 30 ft. to 60 ft.
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