Base Class: Bard
Instead of singing or playing music, the College of Storyweaving teaches bards how to use writing tools to create scrolls, books, and letters that have magical properties. They learn how to harness the power of storytelling to share their inspiration and manipulate their enemies through the written word. As their power grows, their stories begin to take a life of their own, shaping reality at the whims of the Bard who writes them and even changing the very fate of those around them.
Storyteller's Quill
3rd-Level College of Storyweaving Feature
When you join this college at 3rd level, you gain proficiency with calligrapher's supplies and forgery kits. If you already have proficiency in one or both of those tools, you instead gain expertise with those tools. You also gain access to Storyweaving.
Storyweaving. You can use your action to weave a short story or poem, infusing it with magic. Choose one creature within 60 feet that can hear or see you. That creature gains Bardic Inspiration. This consumes your Bardic Inspiration uses as normal.
Ink and Parchment
3rd-Level College of Storyweaving Feature
Using a spellbook, you can inscribe any known spell into your book as a ritual, which takes 1 hour per spell level. Once inscribed, you can cast the spell as a ritual even if it doesn't have the ritual tag. You can inscribe a number of spells equal to your proficiency bonus. If your spellbook is destroyed or lost, you lose this ability until you find another spellbook. The spells from your old book will transfer to the new book once every 8 hours starting with the lowest level spell. If there is not enough space for an old spell to transfer, it becomes forgotten.
Living Tales
6th-Level College of Storyweaving Feature
The power of your stories grows as magic begins to fuse with the words written in your book, allowing your stories to begin altering reality in subtle ways. Using your reaction, you can expend a Bardic Inspiration die to cause one of the effects below:
- Hero's Courage: When an ally you can see is hit by an attack, you grant it temporary hit points equal to your Charisma modifier multiplied by the result of your Bardic Inspiration die.
- Villain's Weakness: When a creature within 60 feet of you makes a saving throw, you can reduce the result of their save by the result of your Bardic Inspiration die.
- Twist of Fate: Expend two uses of Bardic Inspiration. Instead of rolling your Bardic Inspiration die, you can reroll one ability check, attack roll, or saving throw made by you or a creature within 30 feet of you. The target must use the new roll.
Story's Climax
14th-Level College of Storyweaving Feature
Magic bleeds from your book, seeping deep into the world and allowing you to rewrite reality itself, draw forth powerful magic from thin air, and even change fate itself if you so choose. Once per long rest, you can use your action to write a grand tale that can do one of the following:
- Fateful Encounter: Until your next long rest, you decide the outcome of any one d20 roll. This must be declared before the roll is made. Creatures cannot use Legendary Resistance to succeed on saving throws they fail as part of this action.
- Legendary Saga: You can cast a spell of 6th level or lower from your spellbook without expending a spell slot or material components. If the spell you choose is lower than 6th level, you can choose to cast the spell as though it were a 6th level spell.
- Epic Conclusion: You can bring a story to a climactic end, causing an enemy within 60 feet to make a Wisdom saving throw against your spell save DC. If the target has less than half of their remaining hit points, they make the save with disadvantage. On a failed save, the enemy is vulnerable to all damage until the end of your next turn.
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Posted Nov 3, 2024NEW!!!