Base Class: Bard
Bards of the College of Legends embrace a unique calling – to stand witness to the birth of legends and, through association, become part of the storied tapestry of epic tales. These bards are drawn to figures they believe possess the spark of greatness, choosing to align themselves with those destined for legendary feats. In the presence of heroes and extraordinary beings, they find inspiration to weave songs and chronicles that immortalize the deeds and adventures of these exceptional individuals.
Their role is one of celebration, support, and narration, seeking not personal fame but the profound satisfaction of being entangled in the webs of legendary destinies. By elevating others to the status of legends, these bards hope to etch their own mark on the collective memory, becoming renowned for their discerning eye in recognizing greatness and their ability to craft captivating tales that echo through the ages.
Legendary Inspiration
3rd-level College of Spirits feature
When a creature receives bardic inspiration from you instead of holding it for an attack roll, ability check or saving throw it can roll the dice immediately and add half the number rolled on the dice rounded up to an ability score of their choice. This increase lasts for 10 minutes or if you choose to end it early no action required. Only one creature can benefit from this feature at a time and it can only benefit from it once per long or short rest.
Harmony of Triumph
3rd-level College of Legends feature
The capabilities of your allies infuses you with confidence for the likelihood of your survival. When you see an ally within 60ft. of you reduce a hostile creature to 0 hit points you gain an amount of temporary hit points equal to your Charisma modifier.
Tales of Fascination
3rd-level College of Legends feature
You spin a tale infused with your magical words about the legendary actions of those you walk with or have walked with (Perhaps a tale of the past, a tale of what may be to come or a blatant lie). Over 10 minutes (which can be during a short rest) you tell this tale to anyone that will listen. up to 6 creatures of your choice (including yourself) who hear this story absorb an aspect of your tale into that lasts until their next long rest. Roll your bardic inspiration die and consult the Tales of Fascination table to determine which effect is given (one effect it shared among all chosen creatures). If you tell your tale of Fascination to a crowd you can make a DC 15 Charisma (Performance) check and on a success whether the crowd believes the tale or not they perceive the characters in the story (which should be yourself and your party) to be woefully impressive; those mentioned in the story have advantage on all Charisma checks when communicating with those that heard the story for the next 24 hours.
Once you use this feature you cannot use it again until you finish a long rest.
Tales of Fascination
| Bardic Insp. Die | Fascinating Tale |
|---|---|
| 1 | Tale of Allure. The Charisma scores of each creature chosen increases by 1, whilst effected by this tale. |
| 2 | Tale of Endurance. The Constitution scores of each creature chosen increases by 1, whilst effected by this tale. |
| 3 | Tale of Grace. The Dexterity scores of each creature chosen increases by 1, whilst effected by this tale. |
| 4 | Tale of Strength. The Strength scores of each creature chosen increases by 1, whilst effected by this tale. |
| 5 | Tale of Wisdom. The Wisdom scores of each creature chosen increases by 1, whilst effected by this tale. |
| 6 | Tale of Wits. The Intelligence scores of each creature chosen increases by 1, whilst effected by this tale. |
| 7 | Story of Bravery. The chosen creatures have advantage on saving throws against the frightened, whilst effected by this tale. |
| 8 | Story of Love. The chosen creatures have advantage on saving throws against the charmed, whilst effected by this tale. |
| 9 | Saga of Hope. The chosen creatures each are each healed by an amount equal to one roll of you bardic inspiration dice and can reroll any bardic inspiration dice given them to you up to two times when they use them, whilst affected by this tale. |
| 10 | Saga of Mystery. The chosen creatures each receive advantage on ability checks, attack rolls or saving throws (their choice), whilst affected by this tale. |
| 11 | Legend of Conquest. The chosen creatures gain advantage on attack rolls and initiative rolls, whilst affected by this tale. |
| 12 | Legend of Triumph. Chosen Creatures add 1d4 to all ability checks, attack rolls and saving throws, whilst affected by this tale. |
Chronicle Wisdom
6th-level College of Legends feature
You also gain proficiency the history skill if you don't already have it. Also, because you have read so many tales of legends from the past, you have an insight to many areas of historical importance and an intuition about even legends you are yet to hear. You learn the legend lore spell which you can cast without expending a spell slot or using any material components.
Once you use this feature you cannot do so again until you finish a long rest.
Among the New Legends
14th-level College of Legends feature
Due to your incredible faith in your allies you can now have 2 creatures able to take advantage of your Legendary Inspiration at once instead of 1 and when they use it they can roll the bardic inspiration die twice and choose either result to half and add to their chosen ability score. Furthermore, When you use your Tales of Fascination Feature you can roll your bardic inspiration die twice and the chosen creature can choose which of the possible effects they will take (the creatures do not all need to take the same effect and if they are incapable of making decisions you may choose for them). If you roll the same number both times the creatures may take whichever effect the choose from the whole table.
Previous Versions
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1/26/2024 1:11:52 PM
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3/8/2024 8:38:57 PM
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1.10.3
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