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Prerequisite: Requires a Charisma score of 13 or higher
 

You are skilled at spinning tales for anyone to hear and for all to enjoy. You gain the following benefits.

  • Increase your Charisma score by 1 to a maximum of 20.
  • Over the course of 10 minutes, you can tell a fantastic tale to up to six friendly creatures within 30 ft. of you that can see or hear you, and can understand you (you can choose yourself). When you do, roll on the following table to determine the tale's effect. A chosen creature can gain the tale's effect and use it once. A creature can only gain the benefit of one tale at a time, and can only get another tale once it finishes a long rest.

Tale Archetypes

d6 Recalled Tale
1 Overcoming the Monster. The creature can add your Charisma modifier to an attack roll of its choice once.
2 Rags to Riches. When the creature regains hit points, it can choose to regain additional hit points equal to your Charisma modifier once.
3 The Quest. The creature gains temporary hit points equal to double your Charisma modifier.
4 Voyage and Return. When the creature moves, it can choose to increase its speed by a number of feet equal to five times your Charisma modifier once.
5 Comedy or Tragedy. When the creature fails an ability check or attack roll, it can add your Charisma modifier to the roll, potentially changing the result.
6 Rebirth. The creature can add your Charisma modifier to one saving throw it fails.

 

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