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Wizard: Storytelling
\pagebreak ### Wizard: Storytelling All Wizards gain their magic from study, but some learn the ways of spellcasting through stories of old. The college of Storytelling is full of storytellers and historians who can weave a tale as well as they twist the weave of magic. #### Performing Savant While anyone can know a story, it takes an expert to tell it right. At 2nd level, you gain proficiency in the History skill if you are not already proficient. If you are already proficient in History, you can instead gain proficiency in another Intelligence based skill. Additionally, whenever you make a Charisma (Performance) check to tell a story, you can choose to roll an Intelligence (History) check instead. #### Manifest Story Also at 2nd level, you can weave heroic stories into powerful forms. As an action you weave one of these forms around you, choosing to appear as a character from legend and gaining bonuses for the form you choose. In addition, you can choose two willing creatures within 60 feet of yourself when you assume a form to gain partial benefit from your form. You maintain this form for 10 minutes, or until you fall unconscious, drop to 0 hit points, or die. At 6th and 10th level, these forms gain a new ability. You can use your bonus action to swap to a different form. Once you do so, you cannot swap to a different form in this way until you use this feature again. You can use this feature once, and regain the ability to do so when you finish a long rest. If you have no uses remaining, you can expend a spell slot of any level to use the feature instead. ##### Warrior - You have advantage on all Strength (Athletics) checks. Additionally, you manifest an illusory shield which floats around you, granting you a +2 bonus to your AC. Chosen creatures gain a +1 bonus to their AC. - (6) Attacks from creatures you can see cannot have advantage against you. - (10) As a reaction to yourself or an allied creature within 60 feet of yourself being hit by an attack, you can use your reaction to cause an illusionary warrior to manifest and protect the chosen target, granting it resistance to the triggering attack. ##### Mage - You have advantage on all Intelligence (Arcana) checks. If you make a saving throw against a spell or magical effect with a saving throw you don't have proficiency in, you gain a +2 bonus to the roll. Chosen creatures also gain this +2 bonus. - (6) Whenever a creature is affected by a spell you cast that deals damage, it always takes at least half of the spell's damage that you roll. - (10) Once a turn whenever you cast a spell, you can cause an illusionary mage to appear by your side and follow your spell with a bolt of energy. Pick a creature within 60 feet that you can see, and make a ranged spell attack against it. On hit, the attack deals 1d4 + your spellcasting modifier psychic damage. ##### Rebel - You have advantage on all Dexterity (Stealth) checks. Additionally, you may attempt to hide even when only lightly obscured. Chosen creatures also are able to hide in this way. - (6) If an attack misses you, you can use your reaction to move up to 10 feet in any direction. This movement does not provoke attacks of opportunity. - (10) Once a turn when you hit a creature with an attack while another enemy of the target is within 5 feet of it, you can cause an illusionary assassin to appear behind the creature and strike them, dealing 2d4 + your spellcasting modifier psychic damage. ##### Noble - You have advantage on all Charisma (Persuasion) checks. Additionally, you have advantage on saving throws to resist being Charmed or Frightened. Chosen creatures also have advantage on these saving throws. - (6) Whenever a creature targets you with an attack roll, as a reaction you can force it to make a Charisma saving throw. On failure, the attack has disadvantage. - (10) When a creature ends its turn within 10 feet of you, you can cause an illusionary duo of angels or guards to manifest around the creature. It must make a Dexterity saving throw or become restrained by the duo until the end of your next turn. You can only have one creature restrained in this way at a time. #### Storyteller At 6th level, when a friendly creature you can see within 60 feet of yourself makes an ability check, you can use your reaction to make an Intelligence (History) check. The creature can choose to use the result of your check in place of its own. Once you use this feature, you cannot use it again until you complete a short or long rest. #### Many Tales At 10th level, you can swap to a different form an unlimited number of times instead of once. #### Undying Story Starting at 14th level, your Manifested Story forms can sacrifice themselves to save you. If any source of damage would reduce you to 0 hit points or kill you outright while you have a Manifested Story form active, you may instead ignore the triggering effect as your current Manifested Story form takes the brunt of the blow. Your current form immediately ends and you cannot manifest that form until you finish a long rest. You can then swap to a new form as a reaction. If you have no more forms to manifest, your Manifest Story ability ends immediately and can't be used until you finish a long rest.