The Story Teller
The Story Teller is the master of all stories. They listen to them, collect them, and recount them. This being is ancient as few, so ancient that even his true name has been lost, maybe not even he remembers it. They probably are in one of their many libraries now, sending out their agents to collect and tell more stories. You might have even met them once and didn't notice. That old library in the corner, the one you can't seem to be able to find anymore. The one with the whimsical librarian, maybe that old fellow was them. Or maybe not, and just you met a quirky old man. But who am I, if not a quirky old man?
Story Teller Features
| Warlock Level | Features |
|---|---|
| 1st | Bonus Proficiencies, Expanded Spell List, Once Upon a Time |
| 6th | Tell Me A Story |
| 10th | Weaver of Plots |
| 14th | Heroes Don't Fall |
Bonus Proficiencies
Your patron is the collector of all the stories of the world and has shared some of them with you, you are proficient in the History skill.
Expanded Spell List
The Story Teller lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell level | Spells |
|---|---|
| 1st | Dissonant Whispers, Heroism |
| 2nd | Silence, Zone of Truth |
| 3rd | Sending, Speak With Dead |
| 4th | Arcane Eye, Locate Creature |
| 5th | Legend Lore, Modify Memory |
Once Upon A Time
When you choose this patron at 1st level, as an action on your turn you can start narrating a story. Choose a number of creatures up to your Charisma modifier, those creatures must succeed on a Wisdom saving throw against your spell save DC, or be distracted by your story. For as long as you maintain concentration (as if you were concentrating on a spell), those creatures suffer disadvantage on attack rolls and ability checks for up to 1 minute.
Once you use this feature, you can't do so again until you finish a short or long rest.
Tell Me a Story
When you reach 6th level, you learn to seek out the stories your master so much craves. When you pass a minute conversing with a creature you can make an Charisma (Persuasion) check contested by the target's Charisma (Deception) check. On a success you learn that creatures rough history up to 3 days ago. Their homeland, the reason why they left (if any), and their shenanigans up to that point.
You can't learn a creature's name, race, or class in this way. You can't also learn facts that the creature has made an effort to keep secret up to that point.
Weaver of Plots
At 10th level, you start to weave your own stories. At the start of an encounter you can affirm the course of action of a number of willing creatures up to your Charisma modifier for the next 1d4 rounds of combat. The description must include whether an affected creature will move, make an attack, or casts a spell (including the targets of said spells or attacks) within each of the described rounds. For as long as the course of action set by you is followed, those creatures have advantage on attack rolls, ability checks, and saving throws.
Once you use this feature, you can't do so again until you finish a long rest.
Heroes Don't Fall
From 14th level, you can give the protection of the story it self to your allies. When one of your allies drops to 0 hit points within 60 feet of you, as a reaction you can cause them to drop to 1 hit point instead.
You can use this feature a number of time equal to your charisma modifier. You regain all expended uses when you finish a long rest.