Bard: College of Narration

by kelph1

Search GM Binder Visit User Profile

Bard: College of Narration

Bards who join the College of Narration weave stories to manipulate reality, guiding their allies and confounding their enemies. These bards use the power of their words to alter events, change circumstances, and create new outcomes. They are masters of storytelling, using their gift to influence the world around them.

Protagonist's Favor

When you join the College of Narration at 3rd level, you learn to spin tales of your companions' heroism that can bend reality. As a bonus action, you can expend one use of your Bardic Inspiration to choose a number of allies up to your Charisma modifier (minimum one) within 60 feet of you. For the next 10 minutes, the first attack roll, saving throw, or ability check that each target makes can be made with advantage.

Author's Prerogative

Also at 3rd level, you gain the ability to alter the narrative when things go awry. When a creature within 60 feet of you is hit by an attack or fails a saving throw, you can use your reaction and expend a use of Bardic Inspiration to make the attack miss or the saving throw succeed. You must decide to use this feature after the roll is made but before the DM narrates the outcome. You can use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a long rest.

Narrative Charm

At 6th level, you can use your narratives to manipulate the actions of others. As an action, you can choose a creature that you can see within 60 feet and force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you as per the Charm Person spell for 10 minutes or until you or your companions do anything harmful to it.

While charmed in this way, you can use subsequent actions to narrate the charmed creature's actions on its next turn, and the creature will do its best to perform these actions as long as they don't directly harm it or any other creature. The actions you narrate must be ones that the creature could reasonably perform. On a successful save, the creature isn't affected, and it knows you tried to manipulate it.

Once you use this feature, you cannot use it again until you finish a short rest.

Narrative Manifestation

Additionally at 6th level, you gain the ability to create or remove mundane items through your storytelling. As an action, you can expend a use of Bardic Inspiration to narrate the appearance or disappearance of a nonmagical item, such as a set of tools, a weapon, or set of armor. The item must be of common rarity, cannot exceed 10 pounds in weight, and cannot be worth more than 50 gold pieces. The item appears in your possession or in an unoccupied space within 30 feet of you, and it lasts for 1 hour or until you dismiss it as an action.

Alternatively, you can cause a non-magical item, whether it is held, worn by a creature, or at rest within 30 feet of you, to vanish for 1 minute or until you end the effect as an action. The targeted creature can make a Charisma saving throw against your spell save DC to resist this effect.

Master Storyteller

At 14th level, your narrative control becomes so potent that it can alter reality on a larger scale. As an action, you can expend a use of Bardic Inspiration to invoke one of the following effects:

Plot Twist: You can cause a major turn of events to occur. You narrate a sudden change in the situation that can alter the outcome of an event. This could be a sudden change in the weather, a previously unseen ally appearing to help, a structural weakness in a building suddenly becoming apparent, or a similar change. The exact effects are determined by the DM and should be significant but not game-breaking.

Invoke the Tropes: You can harness the power of narrative clichés to temporarily reshape the reality around you. You can invoke a common trope from countless stories to affect the current scene. This could be a sudden betrayal, an enemy's change of heart, a secret door behind a waterfall, or other such clichés. These narrative elements become real and have tangible effects for the duration of the scene. When the scene ends, the effects of the trope fade away. The secret door disappears, the minion forgets their brief change of heart, the betraying ally may regain their loyalty, but the events and consequences that occurred due to your narration remain.

Once you use this feature, you cannot use it again until you finish a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.