Base Class: Bard
Bards of the story, or rather, the bard, draws upon the original story. The one of the world itself. By recalling its themes, motifs, lessons, and perhaps the words themselves, they manipulate the story in its current state to fit their needs. They draw their power from their knowledge of the world and execute their will through forcing portions of the story onto itself.
Leverage Will
Starting at 3rd level, you gain a modicum of control over your own story, and may compensate your shortcomings with your sheer force of will. When you make an ability check, attack roll, or saving throw, you may choose to replace the roll's primary ability modifier with your charisma. This does not replace additional modifiers to the roll, such as proficiency or expertise. You may use this ability a number of times equal to your proficiency bonus per short rest.
Split Narrative
Also at 3rd level, you gain a finer control over your inspiration, and gain the ability to assist multiple creatures at once. You may use your bonus action to expend a use of your bardic inspiration and roll it. You may split the number rolled on this die (not necessarily evenly) amongst a number of creatures of your choice who would be eligible for your bardic inspiration. For the next 15 minutes, a creature with that number may choose to add it to any one attack roll, ability check, or saving throw after they roll the die but before they know the result. A creature may not hold this kind of bonus and a use of your bardic inspiration feature at the same time.
Impose Will
Starting at 6th level, your will has become stronger, and you've learned how to extend its effects onto those around you. When a creature you can see within 60 feet of you makes any d20 roll, you can use a reaction to expend a use of your Leverage Will feature. When you do this, you either replace whatever primary ability score modifier they would use with your charisma modifier, or you subtract your charisma modifier from their roll's total.
Meta Narrative
Also at 6th level, a portion of your mind, secret to you, has begun to intercept stories beyond your vision, and subtly nods your attention towards where you're needed. Your bardic inspiration feature no longer requires the creature to be within any range of you, no longer requires them to need to hear you, and no longer requires that your character knows why they would use it. That is to say, you, the player may choose to give your bardic inspiration feature for reasons your character would not know about.
Control the Narrative
Starting at 14th level, you gain the ability to change the story as it's written. You have a number of uses of this feature equal to your proficiency bonus per long rest, and may expend these uses to do any of the following...
Invoke Story. You may use your action to expend one use of this feature in order to make one legendary action or lair action from a creature that you've defeated. If the effect is not instantaneous, it lasts until the beginning of your next turn, unless you choose to expend another use of this feature (but not action). The DM maintains the right to alter the ability for balance or explanatory purposes.
Retell Story. When a creature you can see makes an attack roll, ability check, or saving throw, you may expend one use of this feature to replace the number on their die with the number rolled on the last narrated roll of the same kind (attack roll=attack roll, ability check=ability check, saving throw=saving throw). If the number you replaced the roll with was a 1 or a 20, you must instead expend 2 uses of this feature.
Rewrite Story. When a creature you can see finishes their turn, you may use a reaction to expend a three uses of this feature to revert all damage dealt, movement, actions, resources expended, etc. back to how it was before their turn began. The creature's turn begins again and they may act as they will. If a creature is unwilling, they must make a charisma saving throw versus your spell save DC, on a success, their turn remains unaltered.
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