Folk Hero

by EKArcana

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Folk Hero

The archetypal Folk Hero combines the martial mastery common to all fighters with a love and magical attunement with music. Folk Heroes use magical techniques similar to those practice by bards. Folk Heroes do not have the breadth of spells available to them as most bards, as they have not fully dedicated themselves to the craft. This reservation limits their ability to learn spells to those within the enchantment and divination schools, which they commit to memory.

Learning the Craft

At 3rd level, you become proficient with one skill and one musical instrument of your choice.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.

Spell Slots. The Folk Hero Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and divination spells on the bard spell list.

The Spells Known column of the Folk Hero Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be a enchantment or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be a enchantment or divination spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since you learn your spells through you're attunement to music. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus
                                + your Charisma Modifier

Spell attack modifier = your proficiency bonus
                                + your Charisma Modifier


Folk Hero Spellcasting
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Distracting Style

Beginning at 7th level, whenever you hit a creature with a weapon attack, you can use your bonus action to distract the creature with fancy footwork and maneuvering. The creature must succeed on a Wisdom saving throw or it can't take reactions until the start of its next turn.

Stirring Words

At 10th level, you learn to bolster your companions with words laced with bardic magic. When you hit a creature with a weapon attack, you can use your reaction to give one creature you can see within 30 feet of you that can hear you a Folk Hero die, which is a d4. The next time that creature makes an attack roll or saving throw, they can roll the Folk Hero die and add it to their total.

If the creature makes an attack roll or saving throw and does not use the Folk Hero die, it is lost. Only one creature can have a Folk Hero die given by you at a time, and any Folk Hero die remaining are lost at the end of combat.

Trash Talk

At 15th level, you gain the ability to cast Vicious Mockery when you use your Action Surge. You can cast Vicious Mockery before or after the additional action.

You do not need to have Vicious Mockery memorized to use this feature.

Inspiring Presence

Beginning at 18th level, when you roll initiative you can give one creature you can see within 30 feet of you that can hear you a Folk Hero die.


Bard Spells

Cantrips

Cantrip Name Source Material
Blade Ward phb 218
Dancing Lights phb 230
Friends phb 244
Light phb 255
Mage Hand phb 256
Mending phb 259
Message phb 259
Minor Illusion phb 260
Prestidigitation phb 267
Thunderclap ee 22, xge 168
True Strike phb 284
Vicious Mockery phb 285

Enchantment

Spell Name Spell Level Source Material
Animal Friendship 1 phb 212
Bane 1 phb 216
Charm Person 1 phb 221
Dissonant Whispers 1 phb 234
Heroism 1 phb 250
Sleep 1 phb 276
Tasha's Hideous Laughter 1 phb 280
Animal Messenger 2 phb 212
Calm Emotions 2 phb 221
Crown of Madness 2 phb 229
Enthrall 2 phb 238
Hold Person 2 phb 251
Suggestion 2 phb 279
Zone of Truth 2 phb 289
Catnap 3 xge 151
Enemies Abound 3 xge 155
Charm Monster 4 xge 151
Compulsion 4 phb 224
Confusion 4 phb 224

Divination

Spell Name Spell Level Source Material
Comprehend Languages 1 phb 224
Detect Magic 1 phb 231
Identify 1 phb 252
Speak with Animals 1 phb 277
Detect Thoughts 2 phb 231
Locate Animals or Plants 2 phb 256
Locate Object 2 phb 256
See Invisibility 2 phb 274
Clairvoyance 3 phb 222
Tongues 3 phb 283
Locate Creature 4 phb 256
 

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