Bard
Base Class: Bard

It is said there is an individual who's able to pull at the strings of fate and control their story's outcome, but such power can only be used sparingly. Hence created an Astral Archivist, a title.. a curse bestowed unto an individual as the one before them passed, filling their minds with first innocent curiosity but slowly and surely as they find more answers, more questions pop up until eventually.. the universe grants them all their answers.. answers that no mere mortal is able to handle. Astral Archivist are driven by questions and recordings whether it be scrolls, books or recording devices, they do not take the spotlight but instead shine it onto others as they observe to how they move and react.. and merely from a glance are able to predict facts about them unlike any other.

Comprehensive Investigator

You are the holder and recorder of stories, your eyes sharper than most at catching details and your mind is filled with information from both your experience and books you've read.

At level 3, when you make an insight, history or perception check, you may add your charisma modifier to the roll.

Narrative Charge

Your ability to tell a story allows you to empower yourself or your allies as though you were a character in a story. You gain a pool of Narrative Charges equal to your bard level. You can regain a narrative charge anytime a friendly creature within 60ft rolls a natural 20 or uses your bardic inspiration and succeeds in their objective, though you can never have more narrative charges than your max amount. Your gain all expended charges after a long rest. You may spend you narrative charges in the following ways:

- Dramatic Emphasis: When you make an attack roll, ability check or saving throw, you can use a reaction to spend 1 narrative charge to add your own bardic inspiration to the roll without using a charge. You may only use this ability up to your proficiency bonus

- Narrative Flourish: When you or an ally casts a spell from the bard's spell list of 1st level or higher, you can use a reaction to spend 2 narrative charge to use your bardic inspiration die to add one damage or healing roll, or alternatively increase the spell save DC by 1. Additionally you can spend another charge to increase the dc by the amount of charges spend (3 = +2, 4 = +3).

- Author's Eyes: You can spend 4 narrative charges to give yourself 30ft of dark vision for 1 minute. If you already have dark vision then this ability increases it for another 15ft. You can spend another 4 charges to instead give yourself true sight instead of dark vision.

- Fast Forward: You may use a bonus action to spend 6 narrative charges to touch a willing creature and teleport them 30ft away.

- Plot Twist: When you or an ally within 60 ft of you drops down to 0, you can use a reaction and spend 10 narrative charges to instead have them drop down to 1

- Change the Narrative: You can use your action to spend 12 charges to lower an enemy's resistance by one (immune > resist; resist > normal; normal > vuln)

Note Taker

As a recorder of history, your most important task is note taking every detail you experience. Once per day, when you grant someone your bardic inspiration, you can also make an insight check to perceive a hostile enemy 30ft from yourself or the receiver of your bardic inspiration, the DC equals to the monster's CR + 10. If you succeed in the check, you may choose to learn one of the following:

  • Vulnerabilities
  • Immunities
  • Resistances
  • AC
  • All Actions (includes BA and LA) 
  • Movement Speeds (Walking, Flying, Climbing, etc.)
  • Remaining Health Points

Out of The Story

At level 14, You learn to briefly gaze into another plane where fates are simply strings attached to balls of light.

Once per long rest, You may use a bonus action to spend a bardic die and enter a plane beyond all planes, disappear and leave behind a visage of you for 1 minute or until you choose to dismiss it. While in this plane you gain the following benefits:

- As an action, you can remove the most impactful force one can muster, their words, you may silence a creature for one round.

- Use a bonus action to change the origin point of your perception to any space within 30 feet of the space you vanished from.

- When a creature you can see within 60 feet makes an attack roll, saving throw, or ability check, you can use your reaction to influence fate. You may use and roll a Bardic Inspiration die and choose to add or subtract the result from the roll.

Once a creature is affected while you are in this state, they are able to see a spectral image of you and are able to affect you with conditions but can't damage you and vice versa for you to them.

When you leave that plane and appear the last space you occupied on the plane you had come from, you may choose to grab a String of Fate from one creature, allowing you to force it to reroll any of its d20 test and take the new result. You may only do so once until your next long rest

Previous Versions

Name Date Modified Views Adds Version Actions
1/11/2026 5:47:09 PM
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