Base Class: Bard
Throughout history, stories have shaped the world, passing down wisdom, inspiring heroes, and warning of dangers yet to come. Bards who join the College of Storytelling master the art of weaving powerful narratives, not just to entertain, but to shape reality itself. Whether it’s a tale of great courage that emboldens allies, a dark fable that sows fear into the hearts of foes, or an ancient saga that calls forth the spirits of legends, these bards use the power of words to alter the course of fate.
Masters of their craft, Storytellers find that their voices carry the weight of history and imagination, capable of rallying armies or striking fear into the hearts of villains. The greatest among them can even manifest their words into physical form, creating spectral figures that walk the battlefield as echoes of the past.
Bonus Proficiencies
When you join the College of Storytelling at 3rd level, you gain proficiency in Performance if you don’t already have it. Additionally, you learn one language of your choice and gain proficiency with persuasion or history (your choice), allowing you to record and illustrate your tales with artistic mastery.
Proficiency in History
You gain proficiency in History
Proficiency in Persuasion
You gain proficiency in Persuasion
Tales
Starting at 3rd level, you gain access to powerful narratives known as Tales. These stories manifest through your Bardic magic, influencing both allies and enemies. You choose three Tales at 3rd level. At 6th level, you choose one additional Tale, and at 14th level, you choose another. Each Tale can be activated a number of times equal to your Charisma modifier per long rest as a bonus action, targeting a creature within 60 feet that can hear you.
| Tale | Effect |
|---|---|
| Hero’s Resolve | The target gains temporary hit points equal to your Bardic Inspiration die and has advantage on Constitution saving throws for 1 minute. |
| Swift Legend | The target’s movement speed increases by 10 feet, and they ignore difficult terrain for 1 minute. |
| Blessing of the Ancients | The target regains hit points equal to your Bardic Inspiration die + your Charisma modifier. |
| Song of the Skald | The target gains resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder) for 1 minute. |
| Echoes of the Past | You and up to two allies have advantage on all ability checks for 1 minute. |
| Cautionary Tale | The target rolls your Bardic Inspiration die and subtracts the result from the next attack made against them. |
| Tragic Fate | Choose one creature. It has disadvantage on saving throws against your spells for 1 minute. |
| Dreadful Proclamation | The target becomes frightened of you for 1 minute (Wisdom save ends). |
| Blinding Fable | The target is blinded for 1 minute (Constitution save ends). |
| Sapping Story | The target’s speed is reduced by 10 feet for 1 minute and they have disadvantage on Strength checks and saving throws. |
Blessing of the Ancients
The target regains hit points equal to your Bardic Inspiration die + your Charisma modifier.
Blinding Fable
The target is blinded for 1 minute (Ends on a successful Constitution save. DC equal to your spell casting save).
Cautionary Tale
The target rolls your Bardic Inspiration die and subtracts the result from the next attack made against them.
Dreadful Proclamation
The target becomes frightened of you for 1 minute (Ends on a successful Wisdom save DC equal to your spellcasting save).
Echoes of the Past
You and up to two allies have advantage on all ability checks for 1 minute.
Hero’s Resolve
The target gains temporary hit points equal to twice your Bardic Inspiration die and has advantage on Constitution saving throws for 1 minute.
Sapping Story
The target’s speed is reduced by 10 feet for 1 minute and they have disadvantage on Strength checks and saving throws.
Song of the Skald
The target gains resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder) for 1 minute.
Swift Legend
The target’s movement speed increases by 10 feet, and they ignore difficult terrain for 1 minute.
Tragic Fate
Choose one creature. It has disadvantage on saving throws against your spells for 1 minute.
Vengeful Tale
At 6th level, your stories take on a more aggressive nature, causing your words to manifest as damaging forces. When you use a Tale, you can choose one creature within 60 feet that can hear you. The target must succeed on a Wisdom saving throw against your spell save DC or suffer the following effects:
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Fateful Reckoning: The target takes psychic damage equal to twice your Bardic Inspiration die.
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Story's Curse: The target suffers an additional 1d6 psychic damage at the start of each of its turns for 1 minute as your tale lingers in their mind.
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Echoes of Pain: For the duration, the target has disadvantage on all Wisdom and Charisma saving throws, as their mind is flooded with your words.
A creature can make a Wisdom saving throw at the end of each of its turns to end the damage and effects early.
Manifest Legend
At 14th level, your stories become so powerful that they take on physical form. As an action, you can summon an illusory figure from legend within 30 feet for 1 minute. This spectral entity takes on a form relevant to the tale you tell and grants one of the following effects:
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Champion of Valor: The figure empowers your allies. When a creature within 30 feet of the figure hits with a weapon or spell attack, it deals extra damage equal to your Bardic Inspiration die.
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Sage of Ages: The figure offers wisdom. Allies within 30 feet have advantage on Intelligence, Wisdom, and Charisma ability checks.
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Wraith of Warnings: The figure distorts fate. Enemies within 30 feet of the figure have disadvantage on attack rolls against creatures other than itself.
Once you use this feature, you cannot do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Manifest Legend (Illusory Figure)
Medium Illusion (Fey), Unaligned
Armor Class: 14 (natural armor)
Hit Points: 30 (6d8)
Speed: 30 ft.
STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 16 (+3)
WIS 14 (+2)
CHA 20 (+5)
Saving Throws: Dex +4, Cha +7
Skills: Persuasion +7, Insight +4
Damage Immunities: Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Stunned
Senses: Passive Perception 12
Actions
Spectral Strike (Melee Weapon Attack):
Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 6 (2d8+2) psychic damage.
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