Bard
Base Class: Bard

Bardic magic comes from performance and the arts - and what performance is more magical than storytelling? Of course, the gifts of the storyteller do not come from nowhere - a good storyteller is well-versed in research and discovering the variety of information they can weave into their tales. 

Knack for Research

When you choose this college at 3rd level, you have a librarian’s knack for finding information. When you make an Intelligence-based check to recall or discover information, you may expend a use of your Bardic Inspiration and add it to your own roll. When another creature has one of your Bardic Inspiration dice and uses it on such a check, they gain an additional bonus to the roll equal to your proficiency bonus.

Inspiring Storyteller

Also at 3rd level, you can cleverly spin a fantastical tale with a message evoking your real situation. Creatures you choose who listen to your tale for at least five minutes gain temporary hit points equal to your bard level + your proficiency bonus, which last until expended or until the creature finishes a short or long rest. Affected creatures also have advantage on the next Wisdom, Intelligence, or Charisma saving throw they make before their next short or long rest.

Once you use this feature, you must finish a short or long rest before you can use it again. 

Transcending Language Barriers

At 6th level, you learn the tongues spell. You can cast it once without a spell slot or material components, targeting yourself, and must finish a long rest before you can do so again. You have advantage on the first Charisma (Persuasion) check you make after you cast the spell in this way while the spell is still active.

Master Storyteller

At 14th level, whenever you spin your fantastical tale, you can use it to strike inspiration even in creatures who might not otherwise be positively inclined towards you. You can choose a number of creatures up to your Charisma modifier (minimum of 1) who hear your story. Chosen creatures must make a Wisdom saving throw against your spell save DC or be charmed by you for one hour. The charm ends early if you or your companions harm or take hostile action against the creature. While a creature is charmed in this way, you can expend a use of your bardic inspiration to grant it advantage or force disadvantage on one Wisdom, Intelligence, or Charisma saving throw or ability check it makes.

Unless the charm is ended due to hostile action, a charmed creature remembers only that your tale was inspiring and powerful once the charm ends, but is not aware of having been charmed.

Once you use this feature, you must finish a short or long rest before you can use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes