When you first cast a Ballad, you begin playing a song which contains several verses. You determine the order in which the song goes through the verses, and a verse may be sung repeatedly on subsequent turns. However, each Ballad must begin on verse 1 and ends after you sing the final verse. Each verse (aside from the triggering verse which requires Casting Time) requires an action to sing, and if you ever don't use your action to sing the verse, the spell ends imediately. On the turn that you sing another verse, that effect will take effect, either instantaneously or for the duration of the turn. These effects don't affect creatures that are deafened, incapacitated, petrified, or unconscious. If you are under water, this spell's range is reduced to 20'. Another target that is under water is only affected by this spell if they are within 20' of you.
Verse 1: "Gather round all you people, for the heroes of legends have returned,"
Effect 1: As you sing this verse, all other non-hostile creatures within range must make a Wisdom saving throw or become charmed by you and your designated allies. Charmed creatues in this way will follow you and your designated allies for the duration of this spell so long as they don't have pressing matters of utmost concern to attend to first.
Verse 2: "of heartfelt pain we were told, and a quest we discovered was unfurled,"
Effect 2: For the next 1d4 days, you and your allies that you designate within range may make Charisma(Investigation) checks within this area when talking to the locals. On a result of 10 or higher you gain insight into a local rumor that may lead to a quest, bounty, or other rewarding mission. These rumors are more or less honest, though the giver of the rumor may not have all the details themselves, or may have the wrong information. Regardless, if any of these missions require a skill check to receive more information or a greater reward, you and your designated allies make those skill checks with advantage as the locals are willing to help prop you up.
Verse 3: "through great peril we journeyed, and our destination we arrived,"
Effect 3: For the next 1d4 days, you and your allies that you designate within range may make Charisma(Investigation) checks within this area when talking to the locals. On a result of 10 or higher you gain information on the surrounding areas of importance. Some areas of the map might become revealed, or some areas that have already been discovered might become more detailed. As well as this, you may gain knowledge of where dangerous areas are on the map, or insight into what natural phenomena take place in those areas. This can include but is not limited to: diseases, curses, poisonous plants, difficult terrain, sources of food or water, locations that might be more suitable for camp, the changing of tides on the shore, or any benefitial or detrimental wildlife. Any skill checks made to determine the validity of these rumors, or knowledge on affects mentioned during this time are made with advantage as the locals will try to help.
Verse 4: "the fight was long and deadly, but in the end we tasted victory,"
Effect 4: For the next 1d4 days, you and your allies that you designate within range may make Charisma(Investigation) checks within this area when talking to the locals. On a result of 10 or higher you gain information on any dangerous entities in the surrounding areas. This information may come in the for of old tales, legends, myths or second-hand knowledge gained from travelers passing through town. This information may (or may not) include but is not limited to: a list of known creature names (or the local variants of creature names), the name of certain villainous creatures of note, the treasure or rumors of treasure held by certain individuals, their last known whereabouts (within 1-25 miles), or battles or skirmishes involving those creatures. This information is not always accurate but the locals believe it to be. Any skill checks made to determine information about these creatures is made with advantage as the locals will try to help.
Verse 5: "with our goal executed to perfection, a fitting reward is what we seek,"
Effect 5: For the next 1d4 days, if you completed a quest or bounty and are claiming the reward from one of the locals when this verse was sung, you may make a Charisma(Persuasion) roll to ask for an additional bonus tot he reward for a job well done. The dm can determine what the bonus is based on the result. The dm may also determine that there is no additional bonus if the job itself was not well done, or if the party is not on good terms with the quest giver at this time. If your standing with the quest giver is not good during this time, the reward may be that the quest giver views your party in a better light from here on out.
Final Verse: "to town we have returned, a few nights rest is what we've earned."
Final Verse Effect: For the next 1d4 nights, one or several of the locals charmed by your first verse will offer to let you and your designated allies sleep at their estates free of charge, assuming they have the capacity to accomodate. If no local has the means to provide your party with shelter during this time, they will instead come together to pay for your stay at a local tavern or inn. During this time, your food and drink will be on the house as the locals will celebrate your deeds with you.
* - (an instrument to be played for the duration)
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