Bard
Base Class: Bard

Stories hold power.

The greatest deeds of heroes, villains, and monsters leave impressions upon the world that linger long after their names are forgotten. A dragon's final battle, a wanderer's impossible journey, or a king's last stand can become more than memory. Such moments become stories, and stories endure.

Bards of the College of Tales learn to awaken these lingering echoes. Through performance and magic, they call forth fleeting manifestations of legendary figures, allowing the past to briefly walk beside the living. These spectral visions are not spirits returned from death, but living memories given form, reenacting the deeds that made them worthy of remembrance.

Whether inspiring companions around a campfire or turning the tide of battle with a well-told legend, these bards know that every story carries a spark of the moment that created it. By giving voice to those tales, they allow old heroes to take the stage once more.

Spin a Tale

The stories of heroes, monsters, and legends are more than mere entertainment to you. Through your mastery of storytelling, these tales take on a life of their own. When a Tale is invoked, a spectral figure drawn from the story appears for a moment, reenacting a legendary deed before fading away.

You learn magical Tales, which are listed in the Heroic Tales table below. At 3rd level, choose two Tales for which you meet the level requirement. You learn two additional Tales at 6th level and two additional Tales at 14th level.

Whenever you finish a Long Rest, you can replace one Tale you know with another Tale for which you meet the level requirement.

When you grant a creature a Bardic Inspiration die, you can invoke one Tale you know as part of that inspiration. While the creature has that Bardic Inspiration die, it can expend the die to use the Tale's effect instead of the normal Bardic Inspiration effect. 

The Archmage

The Archmage. As a Magic action, the creature can expend the Bardic Inspiration die and target one creature it can see within 120 feet. The target takes Force damage equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.

The Brute

Brute. When the creature takes damage, it can use its Reaction to expend the Bardic Inspiration die. Roll the Bardic Inspiration die and reduce the damage taken by the number rolled plus your Charisma modifier.

The Crusader

The Crusader. When the creature hits a target with an attack roll, it can expend the Bardic Inspiration die. Roll the die and deal additional Radiant damage equal to the number rolled.

The Hexbinder

The Hexbinder. When the creature is hit by an attack from a creature it can see within 60 feet of itself, it can use its Reaction to expend the Bardic Inspiration die. Roll the die. The attacker takes Force damage equal to the number rolled.

The Magewarden

The Magewarden. Immediately after the creature takes the Attack action, it can expend the Bardic Inspiration die to make one weapon attack, provided it doesn't have the Extra Attack feature.

The Shadow

The Shadow. When the creature fails an Acrobatics, Investigation, Sleight of Hand, or Stealth check, it can expend the Bardic Inspiration die. Roll the die twice and use the higher result, adding it to the failed check, potentially turning the failure into a success.

The Wanderer

The Wanderer. As a Bonus Action, the creature can expend the Bardic Inspiration die to take the Dash, Disengage, or Dodge action.

The Warden

The Warden. When the creature fails an Animal Handling, Medicine, Nature, Perception, or Survival check, it can expend the Bardic Inspiration die. Roll the die twice and use the higher result, adding it to the failed check, potentially turning the failure into a success.

Gather Around the Campfire

During a Short or Long Rest, you can regale your allies with heroic legends, cautionary folktales, and half-remembered myths.

When the rest ends, choose a number of creatures who rested with you equal to your Charisma modifier. Each chosen creature has Advantage on the next d20 Test it makes within the next hour.

A Tale from Every Road

Your travels have carried you across kingdoms and forgotten ruins. Along the way, you've gathered stories from every corner of the world.

You gain proficiency in the History skill. If you already have proficiency in that skill, you instead gain Expertise in it.

If you already have Expertise in the History skill, choose another skill in which you have proficiency. You gain Expertise in the chosen skill.

Whispers of the World

Your mastery of myth and memory allows you to draw truth from story itself. You can cast Legend Lore without expending a spell slot or material components. Once you cast legend lore in this way, you can’t do so again until you finish a Long Rest.

Comments

Posts Quoted:
Reply
Clear All Quotes