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# Ancient Stories Stories are the oldest creation made by mortal minds. Tales that were told around the first campfires, sung by faithful congregations, performed by learned actors, and lived by literal legends - and even when civilization and faith ends, there will still be people gathered around a campfire, telling these same stories. ## The Power of Legends *Death is only the end if you assume the story is about you...* **-- Cellius Baldwing, Legendary Bard**
Stories carry with them the power to do the impossible: inspire the hopeless, enrage the peaceful, belittle the prideful, uphold the meek, fight the darkness, and even dethrone the gods. Bards have taken the magic of stories into their very being, becoming conduits through which the legends continue - this power takes the form of ***Bardic Stories***. ### Bardic Stories As a Bard, you are able to tell stories - whether it be through dance, song, oration, or otherwise - of such ancient construction which have been told in many variations, but all with the same meaning. These Stories can be told with such conviction and articulation, that you can impose the essence of these Stories on someone or something. Each version contributes in order to solidify the story and most have to be seen to be believed, let alone told like a bard. Starting at 1st level, while using a musical instrument with which you are proficient with you may choose a creature that can experience your style of performance. If the target is a willing creature, you must make a performance (Charisma) check to succeed. If it is not willing the target must make a Wisdom saving throw versus your spell save DC. If you succeed and/or the target fails, that creature will gain the effect of a Story you know. Your Stories are detailed in the ***Stories of Old*** section. \columnbreak Performing a bardic story is a bonus action, but it can be maintained each round as a free action. Unless otherwise stated, a bardic story must be performed for 1 minute. Changing a bardic story from one story to another requires the bard to stop the previous story and start a new one as a bonus action. A bardic story cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic story in effect at one time. If the bardic story ends early, all effects cease. When a bardic story produces an effect, as part of your free action to maintain your performance you may choose each round to have another creature or object bear that effect - doing so ends the effects on the previous target. When you gain bard levels, you gain new Stories of your choice, as shown in the Bardic Stories table below. You can tell these Stories a number of times equal to 2 + your Charisma modifier. You regain any expended uses when you finish a long rest. You may unlearn a story or learn a new story when you gain a level in the bard class.
##### Bardic Stories | Level | Stories Known | |:---:|:---:|:---| | 1st | 1 | ─ | | 2nd | 2 | ─ | | 3rd | 2 | ─ | | 4th | 3 | ─ | | 5th | 3 | ─ | | 6th | 4 | ─ | | 7th | 4 | ─ | | 8th | 5 | ─ | | 9th | 5 | ─ | | 10th | 5 | ─ | | 11th | 6 | ─ | | 12th | 6 | ─ | | 13st | 6 | ─ | | 14th | 7 | ─ | | 15th | 7 | ─ | | 16th | 7 | ─ | | 17th | 8 | ─ | | 18th | 8 | ─ | | 19th | 8 | ─ | | 20th | 9 | ─ |
\pagebreakNum ## Stories of Old These tales have been passed down through the countless generations by multiple means and in many ways, yet both their meanings and power remain true. If a Tale has prerequisites, you must meet them to learn it. A creature can only be affected by one story at a time. ### General Stories #### Story of the Blind Warrior *Prerequisite: 7th level* You recall a story of a warrior who dedicated their life to learning martial prowess despite their blindness. One creature within 60 feet who can experience your performance gains blindsense in a 15 foot radius around them, but loses all other forms of vision for the next minute. #### Story of the Caregiver You recall a story of a character always looking out for the protagonist’s well being. You cannot cast this tale on yourself. One creature within 60 feet who can experience your performance gains 1d12 temporary hit points for the next hour. #### Story of Caution You recall a story of several dangers and monsters meant to keep little ones from misbehaving. One creature within 60 feet who can experience your performance gains 1d6 to any insight or perception checks made in the next minute. Additionally, they have advantage on all saving throws against traps made in the next minute. #### Story of Comedy You recall a story of misunderstandings and hilarity from the confusion and panic. One creature within 60 feet who can experience your performance will begin attacking the nearest creature believing that everyone is now their enemy for the next minute. #### Story of Conquest *Prerequisite: 15th level* You recall a story of a conflict between an imposing evil that threatens to destroy the land and a hero who seeks to destroy it and restore balance to the land. One creature within 60 feet who can experience your performance takes an extra 1d8 from you whenever you attack them for the next minute. Additionally, as long as they are no further from you than 90 feet, you can see their outline as if they were affected by faerie fire for the next hour. #### Story of the Fool *Prerequisite: 7th level* You recall a story of a likable, yet clumsy trickster. One creature within 60 feet who can experience your performance has disadvantage on all dexterity saving throws made in the next minute. Additionally, if it has an ability that makes it so that succeeding a Dexterity saving throw negates the damage entirely and failing the saving throw makes it take half damage, negate this feature. \columnbreak #### Story of Homecoming You recall a story of a group of people far from their home and their quest to return, often defeating some great evil in the process. One creature within 60 feet who can experience your performance gains 1d6 x 5 feet to their speed for the next minute. #### Story of the Lost You recall a story of a person who suddenly became quite unsure of their place physically and mentally. One creature within 60 feet who can experience your performance must succeed a Wisdom saving throw or loses 1d4 to any one roll of your choice made in the next minute. #### Story of the Lover *Prerequisite: 7th level* You recall a story of a broken pair of lovers who will risk everything in order to reunite. One creature within 60 feet who can experience your performance gains advantage on all strength based attacks for the next minute. Additionally, all attack rolls made against the target also have advantage during this minute. #### Story of the Magician *Prerequisite: 15th level* You recall a story of a skilled and ambitious mage of one type or another. ***This story can be told as a reaction***, and you cannot cast it on yourself. One creature within 60 feet who can experience your performance and is casting a spell may cast that spell at one level higher without expending a higher level spell slot. This may be done even if the caster normally couldn’t cast the spell at that level. #### Story of the Mentor You recall a story of an old, yet wise teacher who helped the protagonist on their way. You may choose one 1st level spell or cantrip you know. One creature within 60 feet who can experience your performance may use this spell or cantrip once as if it were their own within the next 10 minutes. #### Story of Misfortune You recall a story of one who makes mistake after mistake attempting to fix the damage of their last. One creature within 60 feet who can experience your performance gains one of the following effects for the next 1d6 turns: Dazed, Poisoned, Stunned. #### Story of the One-Foot Race *Prerequisite: 7th level* You recall a story of a race where all the contestants were hindered in one way or another. You, however, focus on only the antagonist, destined to lose this race, forcing his inevitable failure on another. One creature within 60 feet who can experience your performance must succeed on a Wisdom saving throw or may only travel half their movement speed per turn for the next minute. Additionally, they have disadvantage on all dexterity saving throws for the next minute. \pagebreakNum
#### Story of the Orphan You recall a story of a child stranded, self reliant, and resilient. One creature within 60 feet who can experience your performance gains 1d4 to their AC for the next minute. #### Story of Rags You recall the first half of a story where someone starts from nothing and will one day rise to ultimate success. One creature within 60 feet who can experience your performance gains 1d6 to all their attack rolls for the next minute. #### Story of the Rebel *Prerequisite: 7th level* You recall a story of a rebellious character, resourceful and strong. One creature within 60 feet who can experience your performance gains 1d8 to any unarmed strikes or attacks made with improvised weapons for the next minute. Additionally, they may make an unarmed strike or an attack with an improvised weapon as a bonus action given that the improvised weapon is no larger than small. The damage increase and additional unarmed strike do not affect monks. #### Story of Rebirth *Prerequisite: 15th level* You recall a story of someone who has lost everything and through determination and the help of others rises from their failure like the phoenix. One creature within 60 feet who can experience your performance and is intoxicated, poisoned, stunned, blinded, and/or deafened, they may be cured of up to two of those conditions as long as it was gained no longer than 1 hour ago. \columnbreak
#### Story of Riches You recall the second half of a story where someone who once had nothing has gained all of their desires. One creature within 60 feet who can experience your performance gains 1d6 to the damage of all their weapon attacks for the next minute. #### Story of the Ruler You recall a story of a charismatic member of royalty with incredible power and authority. One creature within 60 feet who can experience your performance gains 1d6 to any intimidation or persuasion checks made in the next minute. Additionally, they have advantage on all rolls against those who are frightened made in the next minute. #### Story of Seduction You recall a story of an immoral and lustful being with the only goal of seducing the protagonist. One creature within 60 feet who can experience your performance gains 1d6 to any deception or slight of hand checks made in the next minute. Additionally, they have advantage on all rolls against those who are charmed made in the next minute. #### Story of the Shadow *Prerequisite: 7th level* You recall a story of a legendary assassin who was believed to have become one with the shadows themselves. One creature within 60 feet who can experience your performance gains a 1d8 to any stealth checks made in the next minute. If your performance would normally be heard, it is only heard by the target.
\pagebreakNum #### Story of Shortcoming *Prerequisite: 15th level* You recall a story of one who seemed all powerful, but was defeated by an overlooked weakness. One creature within 60 feet who can experience your performance and has a resistance or immunity loses one immunity or resistance to a damage type for the next minute. If it has multiple, you may choose which immunity or vulnerability is removed. If an immunity is negated, it gains resistance to that type of damage. #### Story of the Trapeze Artist You recall a story of a performer in a circus, known for their incredible talent on the trapeze. One creature within 60 feet who can experience your performance gains 1d6 to any acrobatics or performance checks made in the next minute. Additionally, they have advantage on all dexterity saves made in the next minute. \columnbreak #### Story of the Wandering Nurse You recall a story of a kind apothecary who aided a wounded adventurer. One creature within 60 feet who can experience your performance gains 1d4 to any medicine or survival checks made in the next minute. Additionally, they have proficiency using an herbalism kit and can use it to increase one’s hit points by 1d4 within the next minute. #### Story of the Woodsman You recall a story of a strong outlander who became very close with nature in their collection of it. One creature within 60 feet who can experience your performance gains 1d6 to any animal handling or athletics checks made in the next minute. Additionally, they have advantage on all rolls against plants made in the next minute.
\pagebreakNum ### College-Based Stories Some stories are only able to be told by bards belonging to specific colleges. Even if a creature has heard the story before, only a bard trained in that college can deliver it with the proper power.
##### Creation Bard #### Story of the Crafter *Prerequisite: College of Creation* You recall a story of a lowly craftsman who strived to revolutionize the world with their inventions. One creature within 60 feet who can experience your performance gains 1d6 to all checks made to create an item or construct for 1 minute. #### Story of Clay *Prerequisite: 7th level, College of Creation* You recall a story of a skilled sculptor who created a living being from clay. One creature within 60 feet who can experience your performance gains resistance to one nonmagical damage type of their choice - choosing from bludgeoning, piercing, or slashing damage - for 1 minute. #### Story of the Ring *Prerequisite: 15th level, College of Creation* You recall a story of a powerful ring destroyed by a great hero to save their people from darkness and death. One creature within 60 feet who can experience your performance has their AC reduced by 1d8 for 1 minute.
##### Eloquence Bard #### Story of the Gilded *Prerequisite: College of Eloquence* You recall a story of a character whose tongue was silver and dripped honeyed words. One creature within 60 feet who can experience your performance gains advantage on the next persuassion check made in the next minute. #### Story of Fluency *Prerequisite: 7th level, College of Eloquence* You recall a story of a well-traveled adventurer who learned the ways of many lands. One creature within 60 feet who can experience your performance can understand and speak one language of your choice for 1 minute. #### Story of Prestige *Prerequisite: 15th level, College of Eloquence* You recall a story of a renowned character of power and status who influenced the masses. One creature within 60 feet who can experience your performance subtracts 1d8 from all attack and damage rolls against you. \columnbreak ##### Glamour Bard #### Story of Beauty *Prerequisite: College of Glamour* You recall a story of a place or person that was so overwhelmingly beautiful that it stopped those who beheld it in their tracks. One creature within 60 feet who can experience your performance shines with brilliant light. Each creature within 15 feet from your target must make a Wisdom saving throw or become charmed for 1d6 turns. #### Story of the Child *Prerequisite: 7th level, College of Glamour* You recall a story of a lucky, beaming child of innocence and wide-eyed wonder. ***This Story can be told as a reaction***. One creature within 60 feet who can experience your performance who must make a dexterity saving throw which will do damage to them on a failure and half as much damage on a success will only take half the damage on a failure and no damage on a success for the next minute. #### Story of Revelation *Prerequisite: 15th level, College of Glamour* You recall a story of a naive character beginning to understand the world around them. One creature within 60 feet who can experience your performance is able to detect the general emotions of any creature within 25 feet. These appear as colored auras around the creature. A creature may attempt to disguise their emotion as another with a deception check, but the target of this Story gains advantage on any insight check against this roll. A blue aura implies they are feeling some form of sadness; a purple aura implies they are feeling some form of fear; a red aura implies they are feeling some form of anger; a yellow aura implies they are feeling some form of happiness; an orange aura implies they are feeling some form of surprise. They will display the most prominent emotion at the time of the Story’s casting. This lasts for next 5 minutes.
\pagebreakNum ##### Lore Bard #### Story of Hope *Prerequisite: College of Lore* You recall a story of a brave soul who, no matter how many times they fell down, would always get back up. One creature within 60 feet that can experience your performance and is prone may instantly get up as a reaction without taking an attack of opportunity. #### Story of the Creator *Prerequisite: 7th level, College of Lore* You recall a story of a visionary of great mental strength and vast knowledge. One creature within 60 feet who can experience your performance may pick any three of the intelligence based skills. The target gains 1d6 on all rolls made with these three skills for the next minute. #### Story of Truth *Prerequisite: 15th level, College of Lore* You recall a story of one who could see through all forms of deceit, however powerful or dangerous such lies were to break. One creature within 60 feet who can experience your performance will disrupt any magical illusions within 5 feet of them for the next 10 minutes.
##### Spirit Bard #### Story of Ritual *Prerequisite: College of Spirits* You recall a story of priest who underwent daily rituals and spiritual rites to mentally exercise themselves. One creature within 60 feet who can experience your performance and is casting a spell as a ritual has the casting time of the ritual reduced by 1d6 minutes. #### Story of Essence *Prerequisite: 7th level, College of Spirits* You recall a story of a monk who learned the ways of seeing through the eyes of his soul. One creature within 60 feet who can experience your performance gains truesight in a 15 foot radius around them for the next minute. #### Story of the Shaman *Prerequisite: 15th level, College of Spirits* You recall a story of shaman who led their people through troubling times of faith, interposing themselves between their own people and the spirits. This Story can be cast as a reaction. One creature within 60 feet who can experience your performance gains 1d8 psychic damage to all damage rolls made in the next minute. \columnbreak ##### Sword Bard #### Story of Aram *Prerequisite: College of Swords* You recall a story of a legendary spear that could slay even the most terrifying of monsters. One creature within 60 feet that can experience your performance gains 1d6 on all attack rolls made with ranged weapons for the next minute. #### Story of Excalibur *Prerequisite: 7th level, College of Swords* You recall a story of a legendary blade with the power to unite many peoples. One creature within 60 feet that can experience your performance may reroll the damage dice for any melee weapon attack they make within the next minute. They may choose which damage roll to take. #### Story of Kavacha *Prerequisite: 15th level, College of Swords* You recall a story of a legendary suit of armor which even the weapons of the gods could not penetrate. One creature within 60 feet that can experience your performance gains 1d8 to their AC and reduce all incoming damage by 1d8 for the next minute.
\pagebreakNum ##### Valor Bard #### Story of the Soldier *Prerequisite: College of Valor* You recall a story of a cunning soldier that survived the war by taking any and every opportunity they could. One creature within 60 feet who can experience your performance adds 1d6 to the damage of any attack of opportunity they make for the next minute. #### Story of the Warrior *Prerequisite: 7th level, College of Valor* You recall a story of a warrior of great prowess and strength who’s strength allowed them to attack with complete ease. ***This Story can be told as a reaction***. One creature within 60 feet who can experience your performance and has just made the attack action may make another attack action. #### Story the Guardian *Prerequisite: 15th level, College of Valor* You recall a story of one who would sacrifice everything in order to preserve something or someone dear to them. One creature within 60 feet who can experience your performance has a spectral shield attached to their forearm. Everything will go through the shield and will not hinder the one with the shield. Whenever a creature they can see attacks a target within 5 feet of them that isn’t them, they may use the shield to impose disadvantage on the attack roll by making the shield physical for that instant. This can be done at any number of times during the next minute.
##### Whisper Bard #### Story of the Snake *Prerequisite: College of Whispers* You recall a story about a cunning character, infamous for its ability to escape its consequences with ease. One creature within 60 feet who can experience your performance gains advantage on all rolls against being grappled and is no longer affected by difficult terrain for the next minute. #### Story of the Leech *Prerequisite: 7th level, College of Whispers* You recall a story of one who took advantage of the generosity of others for their selfish desires. One creature within 60 feet that can experience your performance may choose one creature within 15 feet. The creature of their choice subtracts 1d4 from one roll of your target’s choice within the next minute. Additionally, your target may choose one roll of theirs within the next minute to be increased by the number rolled against their target. #### Story of the Traitor *Prerequisite: 15th level, College of Whispers* You recall a story of an opportunist who turned their loyalty at the first sign of reward. One creature within 60 feet that can experience your performance may make a special attack once to a target that they have advantage against. This attack allows them to deal an extra 1d8 damage for this attack. Additionally, they may hide, disengage, or dash as a bonus action for the next minute. \columnbreak ##### Dirge Singer Bard #### Story of Sorrow *Prerequisite: Dirge Singer* You recall a story of a person who had lost almost everything they loved dear. One creature within 60 feet that can experience your performance subtracts 1d6 from their next saving throw in the next minute. #### Story of Graves *Prerequisite: 7th level, Dirge Singer* You recall a story of kind vagabond who spent their whole life tending to the crypts and graves of the cemetery they lived in. ***This Story can be told as a reaction***. One creature within 60 feet that can experience your performance can stabilize creatures within 5 feet of them as an action for 1 minute. #### Story of the Edge *Prerequisite: 15th level, Dirge Singer* You recall a story of a person who died and could not pass onto the afterlife - being balanced on the cosmic edge. One creature within 60 feet that can experience your performance can remain conscious when reduced to 0 hitpoints within the next minute - only falling unconscious when reduced to 1d10 past 0 hitpoints.
##### Maestro Bard #### Story of Vibes *Prerequisite: Maestro* You recall a story of a person who loved a childhood song so truly that they could recall it even in the most dire of circumstances. One creature within 60 feet that can experience your performance may reroll one roll of their choice within the next minute. #### Story of Trance *Prerequisite: 7th level, Maestro* You recall a story of someone who was so enraptured by another's singing that they gave everything to be with them and avoided all else. One creature within 60 feet that can experience your performance gains advantage on all saving throws against being charmed or frightened for 1 minute. #### Story of Concert *Prerequisite: 15th level, Maestro* You recall a story of a group of bards who evolved their craft so exclusively that they created a new genre of music that inspired thousands. One creature within 60 feet that can experience your performance may use a bonus action to make an additional single attack against an enemy that an ally is within 5 feet of for 1 minute. \pagebreakNum ## Epic Bardic Stories At 21st level, You can now tell your Stories a number of times equal to 4 + double your Charisma modifier. Your Stories of Old now affect twice as many creatures, can reach double the distance away, and has double the effects thereof - where applicable.
##### Epic Bardic Stories | Level | Stories Known | |:---:|:---:|:---| | 21st | 9 | ─ | | 22nd | 9 | ─ | | 23rd | 10 | ─ | | 24th | 10 | ─ | | 25th | 10 | ─ | | 26th | 11 | ─ | | 27th | 11 | ─ | | 28th | 11 | ─ | | 29th | 11 | ─ | | 30th | 12 | ─ |
### Epic Stories: Legends These legendary stories have been revered by many faiths and groups - and some are even so rare or old that the gods themselves may remember or know their truths. Legends are restricted to Bards above 21st level - and you can only know one at a time, and they do not count against the total number of stories known, and can affect creatures on top of stories. Telling a Legend takes 1 minute, and follows the same rules as stories. You can tell both a story and a legend at the same time. You can only use a Legend once per long rest. #### Legend of Apocalypse You recall a story of the ending of days, the fall of kingdoms, and the death of the gods. All creatures of your choice within 120 feet of you who can experience your performance subtracts 1d10 + your Charisma modifier from all rolls for the next minute. #### Legend of Ascension You recall a story of a mortal being who overcame incredible challenges in spite of their circumstances, and eventually rose to godhood. One creature of your choice within 120 feet who can experience your performance gains resistance to all forms of damage for the next minute. Additionally, the affected creature now deals twice as much damage for the duration. \columnbreak #### Legend of Genesis You recall a story of the forging of worlds, the beginning of all life, and the seeding of sentience. All creatures of your choice within 120 feet of you who can experience your performance adds 1d10 + your Charisma modifier to all rolls for the next minute. #### Legend of the Worldtree You recall a story of a massive magical creation that holds aloft the realms of reality, which seeds life and supports the weave itself. ***This Legend can be told as a reaction***. One creature within 120 feet who can experience your performance becomes affected by one of the following effects: - They regain 5d10 + your Bard level in hitpoints. - They regain a number of spells slots equal to your proficiency modifier. For example, if you have a +6 modifier, you may have the creature regain 6 slots of 1st level, 1 slot of 6th level, or some variation thereof.