Base Class: Bard
College of Fables:
Bards of the College of Fables are master storytellers who use the power of fables, myths, and legends to shape reality and inspire greatness. They possess a deep understanding of the stories that have been passed down through generations, and through their enchanting narratives, they weave magic that transcends the boundaries of imagination.
At the heart of their abilities is the "Tale Spinner" feature, which allows them to imbue their tales with magical energy. By channeling their creativity and using a bonus action, they can bring forth one of three effects. With "Truth or Fiction," they can cast doubt upon a creature's perception, making them uncertain if a story is true or false, thereby hindering their attacks and abilities. Through "Fable Manifestation," the bard can summon a character or creature from a fable or myth to fight alongside them, lending their unique abilities to aid the bard in battle. Lastly, "Fate Weaver" enables the bard to manipulate fate, granting them advantages such as re-rolls or added damage.
As they progress in the College of Fables, bards gain a deep understanding of fables and legends through the "Fable Knowledge" feature. They can recall relevant information about specific stories, granting them insights into hidden clues, traps, or secrets tied to those tales. Additionally, they possess the ability to alter the endings or twist the meanings of fables they share, allowing them to shape the narrative to suit their needs and agendas.
Reaching the pinnacle of their power at 14th level, bards of the College of Fables unlock the "Fable Magic" feature. They gain the ability to cast spells such as "Dream," which enables them to send messages to a sleeping creature's subconscious, shaping their beliefs and influencing their behavior. "Programmed Illusion" empowers the bard to create complex and realistic illusions triggered by specific events or actions, adding an extra layer of enchantment to their performances. Finally, with "Modify Memory," the bard can alter a creature's recollection of a particular event, either by changing the details or erasing it altogether.
As a member of the College of Fables, you are a master of the narrative arts, using your storytelling prowess and magical abilities to shape destinies, inspire courage, and leave a lasting mark on the world. Your fables carry the power to bend reality and influence the perception of those who hear them. Through your captivating performances, you wield the very essence of storytelling, enchanting both friends and foes alike. Embrace the power of the fables, and let your imagination become the key to unlocking a realm of limitless possibilities.
Weaving Beats
Starting at 3rd level you gain the ability to turn your Bardic Inspiration dice into Story beats, a unique resource that College of fables bards can utilize to force their tales upon reality in mind boggling ways.
During combat, upon initiative count 0 of the first round, you may discard one bardic inspiration die, to turn it into an equal amount of story beats as the value of the dice. (d6 is 6 story beats, d8 is 8 story beats and so on.)
Once all story beats have been spent you may discard another bardic inspiration die to get more back, but only do so during times when you can normally spend bardic inspiration dice, unless specifically stated.
at 10th level, you can recover up to half the story beats spent by an ability if a creature died as a result of you using the story beat that turn, the amount recovered can be a minimum of 1.
at 15th level, you increase the minimum to 2.
Tale Spinner
Truth or Fiction: You can force a creature within 60 feet of you to make an Intelligence saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or become unsure if the story is true or false. If the creature fails the save, it has disadvantage on attack rolls and ability checks until the end of your next turn.
Cost: 2 Story Beats.
Fable Manifestation: You can bring a character or creature from a fable or myth to life, summoning it to your side as an illusion. The creature remains for 1 minute, and you can use this ability once per long rest. All enemies that see it, and aren't immune to the charmed condition, must make a wisdom saving throw against a DC of 8 + Charisma + Proficiency, or be considered charmed by the caster their focus drawn to the Illusion. While under the effects of Fable Manifestation, the enemy considers the Fable Manifestation an ally or enemy (casters choice). While the Manifestation is out in the open it can be moved up to 30ft to a location the caster can see and make an attack against any creature that failed the saving throw, the caster can make a melee spell attack against the creature to deal 2d6 Psychic damage, this damage does force the creature to make a new saving throw against the effect of the illusion.
The Illusion is considered a spell equal to the caster's highest level spell slot, maximum of 5th, for the purposes of dispelling or the like.
At later levels the damage of the illusion increases by 1 dice at 6th 12th 18th level, at 16th level increase the die size by one category up to d8.
Cost: 5 Story Beats.
Fate Weaver: You can twist fate to your advantage, gaining one of the following benefits of your choice as a reaction, the effect of Fate weaver lasts for 1 minute:
Initial Cost: 1 Story Beat.
- Re-roll a failed attack roll or ability check on yourself or an ally. (Cost: 1 Story beat)
- Force an opponent to re-roll an attack roll or ability check against you. (Cost: 3 Story beats)
- Add 1d6 to a damage roll you or an ally makes.(Cost: 2 Story beats)
- The damage you roll increases to 1d8 at 12th level.
Fable Knowledge
Starting at 6th level, you gain a deep understanding of fables, myths, and legends. You can use your action to recall information about a specific fable or legend that might be relevant to your current situation. If the DM allows it, you can gain insight into hidden clues, traps, or secrets related to the current situation, based off of tropes and story beats that happen within fables or legends. Giving you advantage on history or insight checks related to finding clues or meanings in creatures or environments.
Additionally, your deepened understanding of storytelling, allows you to during a short rest or long rest, share a tale with your allies, granting them a pool of bardic inspiration dice, equal to half your charisma modifier rounded down(minimum of 1).
Fable Magic
At 14th level, your mastery of fables and legends grants you access to extraordinary magical abilities that transcend the boundaries of reality. You gain the following features:
Fabled Enchantment: Once per long rest, you can cast one of the following spells without expending a spell slot:
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Dreamweaver's Revelation: You delve into the slumbering mind of a creature, bestowing upon them a prophetic dream that reveals insights or warns of impending danger. The dream's symbolism and message are crafted by you, shaping their beliefs or influencing their future actions.
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Illusory Tapestry: You weave an intricate and captivating illusion, intricately tied to a specific event, location, or trigger. This illusion is so vivid and realistic that it can deceive even the most astute observers, immersing them in a world crafted from the essence of fables. The illusion persists until dispelled or until its trigger condition is met.
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Memory Shaper: You harness the power of forgotten tales and shape the memories of a creature concerning a specific event. You can alter or erase memories, replacing them with a revised version that aligns with your desires. This manipulation can have profound consequences, changing allegiances, influencing loyalties, or altering the course of history itself.
Legendary Verse: In addition to the above abilities, you gain the knowledge to create a unique fable-themed spell. Drawing inspiration from the ancient tales and mythical lore, you can compose a spell that embodies the essence of a specific fable, myth, or legend. The spell must be of a level you can cast, and its effects should be thematically linked to the story it draws from. You collaborate with your Dungeon Master to determine the precise mechanics and limitations of this spell, crafting a truly original and extraordinary magical effect.
Here are a few examples of fable-themed spells that a College of Fables bard might create:
- Cinder's Embrace: Level: 4th School: Evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute
You invoke the power of the ancient fable of Cinder, channeling her fiery spirit. Flames surround you, wreathing your body in a protective aura of fire. While the spell is active, you gain resistance to fire damage, and any creature that starts its turn within 5 feet of you takes fire damage equal to your spellcasting modifier + proficiency bonus.
- Mirror's Reflection: Level: 3rd School: Illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
Drawing inspiration from the mythical story of the Enchanted Mirror, you create illusory duplicates of yourself and your allies within range. These duplicates mimic your actions, confusing enemies and making it difficult for them to discern your true location. While the spell is active, any attack roll made against you or an affected ally has disadvantage, as the duplicates constantly shift and shimmer, causing the attacker to second-guess their target.
- Jack's Trickster Gambit: Level: 3rd School: Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute
Drawing inspiration from the mischievous tales of Jack the Trickster, you tap into his unpredictable nature. Your form becomes fluid and unpredictable, granting you enhanced agility and evasiveness. While the spell is active, you gain the following benefits:
- Advantage on Dexterity saving throws.
- Your movement speed increases by 10 feet.
- You have advantage on Acrobatics checks and can move through the space of creatures that are at least a size larger or smaller than you.
Additionally, whenever a creature makes an opportunity attack against you, they must make a Wisdom saving throw. On a failed save, their attack is redirected to a random creature within their reach, determined by the DM(other than you). This effect applies only to melee attacks.
Spells
Dreamweaver's Revelation: Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous
You touch a sleeping creature, delving into their slumbering mind. As you weave your magic, you impart a prophetic dream that reveals insights or forewarns of impending danger. The dream takes the form of vivid and symbolic images tailored to the individual's experiences and beliefs. The target gains glimpses of knowledge, potential outcomes, or hidden truths, influencing their thoughts and shaping their future actions. The effects of the dream are left to the interpretation of the target, but the message you seek to convey is subtly woven into their subconscious.
Illusory Tapestry: Casting Time: 1 action Range: 60 feet Components: V, S, M (a small piece of fabric or thread) Duration: Concentration, up to 1 hour
You create an intricate and captivating illusion that weaves itself into the fabric of reality. Choose a specific event, location, or trigger for the illusion to be tied to. The illusion manifests in the chosen area, enveloping it in a realistic and immersive portrayal of a fable or myth. The illusion is so convincing that even keen observers may struggle to discern its true nature. It engages multiple senses, allowing creatures within the area to hear, see, and interact with the illusory world. The illusion persists until you lose concentration, dispel it, or until the trigger condition you specified is met.
Memory Shaper: Casting Time: 1 action Range: 30 feet Components: V, S, M (a small hourglass filled with fine sand) Duration: Concentration, up to 1 minute
You tap into the power of forgotten tales, exerting control over the memories of a creature regarding a specific event. You target a creature within range and begin reshaping their recollection of the chosen event. By manipulating the sands within the hourglass, you alter or erase details from their memory, replacing them with a revised version that aligns with your desires. The target's perception of the event is altered, potentially changing their emotions, beliefs, or understanding of the situation. This manipulation can have profound consequences, influencing loyalties, changing allegiances, or even altering the course of history itself. The affected creature makes a Wisdom saving throw to resist the memory alteration.
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