Bard
Base Class: Bard

WIP

Fables

 At 3rd level, you learn to perform impressive immitations of others' actions. You recall the fables of others from history. You can use a bonus action to expend one use of your Bardic Inspiration and roll on the Lost Fables table using your Bardic Inspiration die to determine the fable you to tell. You retain the fable in mind until you bestow the fable’s effect or you finish a short or long rest.

 

You can choose one creature you can see within 30 feet of you (this can be you) to be the target of the fable's effect. Once you do so, you can’t bestow the fable’s effect again until you roll it again.

 

You can retain only one of these fables in mind at a time, and rolling on the Lost Fables table immediately ends the effect of the previous fable. If the fable requires a saving throw, the DC equals your spell save DC.

(1) Fable of the Orator: For the next 10 minutes, whenever the target makes a Persuassion, Deception or Intimidation check, they can roll an extra die immediately after rolling the d20 and add the die's number to the check. The extra die is the same type as your Bardic Inspiration die. 

(2) Fable of the Plagarist: The target can mimic a damage type that you have witnessed in the last minute. Their next attack will use that damage type instead.

(3) Fable of the Beguiler: The target's mind is flooded with unfinished tales, distracting them. The target's next Ability Check, Attack Roll or Saving Throw is made as disadvantage.

(4) Fable of the Aegis: For 1 minute, the target can use it's reaction to copy the AC of a creature attacking it once.

(5) Fable of the Wanderer: The target can immediately use its reaction to swap plces with a creature within 30 feet that it can see. An unwilling creature must succeed on a Wisdom saving throw to resist this spell.

(6) Fable of the Virtuoso: The target copies a proficiency from a creature it can see. This effect lasts until a short or long rest.

(7) Fable of Lineage:  The target can use a bonus action to mimic one racial trait of a creature that they can see, until the end of their turn.

(8) Fable of the Interloper: An illusiory copy of the target appears within 5 feet of the target. Attacks made against the target are made at disadvantage until the target is hit, at which point the illusion vanishes.

(9) Fable of the Physician:  The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.

(10) Fable of the Seer: For a number of turns equal to one roll of your bardic inspiration dice, you can cast spells as if through the target's eyes. Spells cast in this way use your Spell Attack Modifier and Spell Save DC and must have a range greater than touch. 

(11) Fable of the Count: Until the end of your next turn, all creatures of your choice within 15 feet of the target must succeed on a Wisdom saving throw (DC = your spell save DC) or be charmed or frightened (your choice) for 1 minute. The creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

(12) Fable of Duplicity: You evoke a true immitation, drawing from your recent memory. The target can recreate an action, bonus action or reaction you have witnessed in the last minute. The mimicry uses the subject's Attack Roll, check or spell save DC.

 

 

 

 

Assimilation

You can conduct an hour-long ritual studying you allies (which can be done during a short or long rest) using your Arcane Opus. You can conduct the ritual with only one willing creature. At the end of the ritual, you temporarily learn one class feature of your choice from this ally.

The rules of the chosen feature apply to you as you channel a precise immitation. If the feature has specific limitations, these apply to you, as do any additional boons. If the feature has a number of uses, you may use it once. If the feature is a long term effect, you may mimic it for 1 minute.

 

Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Arcane Opus

The written word aids you in channeling your innate magic. You can use any book as a spellcasting focus for your bard spells.

 

Collborative Storytelling

You now have the ability to draw from multiple fables, merging them to create an original epic. You can now maintain the effect of two Fables at once, and can target the same creature with each Fable. Additionally, whenever you roll on the Fables table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

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