Bard
Base Class: Bard

Some bards tell stories through music, dance or song. Some bards tell tales of their own adventures, creating victories where there were defeats, triumphs where there were retreats. Not those of the College of Legends. These bards do not tell lies, they tell of events as they could have been with such conviction that their version *becomes* reality. They weave tales of great heroes and mythic adventures with words of creation that twist the threads of time and probability.

Armed with wit and bravado, these bards inadvertently tap into the fundamental forces of the cosmos, restringing the threads of fate with their tales. Most do not even know the true extent at which their powers rewrite the infinite tree of decisions that underpin reality. Those that do understand the gravity of what they do realize how fine a line they tread - for such forces were not meant for mortals, and many gods ill like children playing with their toys.

Epic of the Duelist

Epic of the Duelist

Your training in the College of Legends has granted you a special fighting style known as the Epic of the Duelist. You gain proficiency in Martial Weapons and Longswords you wield with one hand count as Finesse weapons for you.

Additionally, when you wield a weapon in one hand and keep your other hand free, you gain a +2 bonus to damage rolls with that weapon and a +2 bonus to your Armor Class.

Moreover, your blade becomes more than just a weapon; it serves as a conduit for your bardic magic. You can use your weapon as a spellcasting focus for your bard spells.

Blade of Misfortune

In the College of Legends, your bardic combat transcends mere physical strikes, intertwining with the power of narrative to reshape reality.

When you make a melee weapon attack against a creature or it fails a saving throw against your Vicious Mockery cantrip, you have the option to expend one use of your Bardic Inspiration. If you deal damage, it deals additional psychic damage equal to your Bardic Inspiration die, you can then use your reaction to move up to your movement speed away from the creature without provoking opportunity attacks from it.

For the next 1 minute, additional attacks or uses of the Vicious Mockery cantrip you make against the target also inflict additional psychic damage equal to your Bardic Inspiration die. 

 

Expert Storyteller

At 3rd level, you develop a style of storytelling

  • Arcana, to better embellish the weaknesses and strengths of your magical foes
  • Deception, to better tell a tall tale
  • Performance, to tell a big and bold story

You gain proficiency in the chosen skill, if you already have proficiency in the chosen skill, you gain Expertise

Weaver of Legends

At 6th level, your mastery in the College of Legends allows you to bend the fabric of stories, granting your allies the power to act in pivotal moments, much like the legendary figures in your tales.

When facing an enemy that has Legendary Actions, you can choose one ally you can see within 60 feet. At the end of that creature's turn, your chosen ally gains a "legendary action." This special action allows them to immediately take one standard action (such as an attack, a move, or using an item) as if it were their turn.

Extra Attack

When you reach 6th level in this subclass you attack twice, instead of once, when you take the attack action.

Concert of Heroes

At 10th level, your Blade of Misfortune becomes so potent that the psychic lethality it imparts extends to your allies. Once per turn, when a creature hits a creature afflicted by your Blade of Misfortune with an attack, it takes extra damage from Blade of Misfortune as if you had hit it.

You additionally gain the Legend Lore Spell, you can cast this spell only on creatures, but it requires to components and can be cast once per long rest.

Creative License

At 14th level, you gain the ability to correct mistakes told in the story of reality. Sometimes the universe gets things wrong, it tells the wrong story, with utter indifference to how you think things were supposed to go. You tell things the way they really happened.

As a Reaction at the end of another creature's turn you can halt a creature's turn, and reset all events back to the way they were at the start of its initiative count. It may take its turn over again. You can use this Reaction even if you are incapacitated, dead, or in another plane, as long as you were alive and within 120 feet of the creature at the start of its turn - because that's when you actually used your reaction.

You can use this ability once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/30/2023 5:22:04 PM
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