Storyteller (5e Class)

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Storyteller[edit]

A storyteller is a summoner-type spellcaster. In addition to having a repertoire of magic, they are also able to call forth sentient beings to do their bidding from the tomes of imagination and the reams of literature. They can be considered the most well-read, as well as one of the most powerful types of magic users.

Creating a Storyteller[edit]

What kind of books does your character like to read? Storytellers like to read and digest material to entertain and feed their own fantasies. Does your storyteller like to write maybe? Or are they a powerful speaker? Are they a loner who likes to read in quiet or someone willing to share a story with anyone willing to listen? Do they tell stories for money or do they do it out of the love of the craft?

Quick Build

You can make a storyteller quickly by following these suggestions. First, make Charisma your highest score, followed by Intelligence. Second, choose the Cloistered Scholar background. Third, choose Arcana from your background skill and Perception, Investigation and Nature for your class skills

Class Features

As a Storyteller you gain the following class features.

Hit Points

Hit Dice: 1d6 per Storyteller level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Storyteller level after 1st

Proficiencies

Armor: none
Weapons: none
Tools: 2 Artisan's Tools of your Choice
Saving Throws: Charisma, Intelligence
Skills: Choose three from Arcana, Religion, History, Insight, Investigation, Nature, Performance

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • 1 Genre book of your choice besides Fantasy (choose from existing literature)
  • A set of Artisan's Tools of Your Choice

Table: The Storyteller

Level Proficiency
Bonus
Features Cantrips
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 3 2
2nd +2 Bonus Feat (Your choice) 3 3
3rd +2 Character Call 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Genre ability 4 4 3 3
7th +3 Character Call 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Character Call 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Character Call 6 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 Character Call 6 4 3 3 3 2 1 1 1 1
18th +6 Genre ability 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Fiction to Fact 6 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Starting 1st level, You have access to Bardic spells. You know three cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Storyteller table.

Learning Spells above 1st Level

You know four 1st-level Spells of your choice from the bard spell list. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Spell Slots

The Storyteller table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these storyteller 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. As a spontaneous caster, you do not have to prepare your spells. Also, when you gain a level in this class, you can choose a spell that you know and replace it with another spell from either the wizard or bard, which must also be of a level to which you have spell slots.

Spellcasting ability

Charisma is your spellcasting ability for your storyteller spells since the power of your magic relies on the emotion elicited from you reading stories and retelling them with your own flair. AS a result, your story book is also your spellcasting focus. 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 storyteller 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

Character Call[edit]

Starting 3rd level, you can use an action to summon a creature from a book that you own. You may only use this feature once, regaining use after finishing a long rest. In order to do so, you must pass an Intelligence check with a DC of 10 + the CR of the creature (minimum CR1). At 7th, 10th, 14th and 17th levels, you can summon an additional creature before needing to finish a long rest. Only one creature can be invoked at a time. If you have already summoned a creature and want to summon a second one, you must first dismiss the first creature. You can dismiss any creature at any time with a bonus action. The summoned creature remains indefinitely, returning to its source book only if it reaches half of its maximum health or if it is dismissed. You can not use this feature unless you are physically holding your source book or if you are silenced.

Commanding Creatures Summoned

That which you summon does not immediately recognize or follow your commands at first. You are just a storyteller after all. After you successfully summon a creature, you must roll for all its ability scores and hit points as per its creature page. You also must tame it immediately after summoning. After summoning a creature, you both will engage in a contest of Charisma, to no further action of your own. If you fail, the creature is disobedient or even hostile towards you. If you succeed, the creature will become your faithful servant for the rest of its summoned duration until it is dismissed or returns to the book. The creature you summon acts on your turn and you may command it with a bonus action.

Create Book[edit]

At 1st level, you are allowed to create your own books for use with this class. At 4th, 8th, 12th, and 18th levels, it allows you to create an additional new book. When attempting to call a character from a story you created remove 5 from DC. These books are considered magical, and so are all books used by this class. You can not have more books created by this feature than the number of times you have acquired it. To create a new book after you have reached the maximum amount, you must first discard one of the books in a ritual that lasts 3 rounds and costs half the book value in gp.

PRICES: 10 gp per character hit dice in history (three characters all with 20 hit dice cost 600gp). 20 gp per 25 gp of items used in the story (the price is always rounded up). 50 gp per abnormal weather condition (such as storms, acid, granite or heavy rain, daylight, sandstorms, etc.) or specific environments (forests, swamps, deserts) in history. The number of things in your book affects the amount of time it will take to write (1 round per thing).

However, after level 18, the prices no longer have value as the items in the story come free along with the spell

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 20th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Enhanced Reading[edit]

At 4th level, this feature makes it so that you may read a book or document 50% faster than normal. And at 10th and 18th levels, you may read an extra 25% faster than normal. This affects your Character Call and similar features. At 4th level, it is a standard action. At 10th level, it becomes a bonus action. Finally, in the 14th level, it becomes a free action.

Story Recall[edit]

Starting at 7th level, you can use Character Call and similar abilities without possessing the book which the thing you wish to summon is contained. In order to do this you must succeed on an Intelligence (History) check with DC 8+ how many days ago you read the book in which the thing you wish to summon is contained. On a success, you may continue your summoning but on a fail, you waste your action for that turn.(recalling is a bonus action)

Item Call[edit]

Once you reach 10th level, you may call items from a story into your possession for the duration of an encounter or 30 minutes. This ability can be used the same number of times as character call per long rest The DC for these calling checks is 9+1 for every 20GP the item costs. Anything below 20 counts as 20. This follows the same rules of dismissal as Character Call.

Impact Tale[edit]

Starting at 14th level, you can make up or tell a familiar story of a certain genre to a target to create these effects.

Romance: Target must succeed on a DC 13+ your Charisma modifier Wisdom saving throw or become charmed by you.

Horror: The creature must succeed on a DC 13+ your Wisdom modifier(wisdom saving throw) or become fearful of you, on a success they are only shaken.

Tragedy: The target must succeed on a DC 13+ your Intelligence modifier (wisdom saving throw)or become discouraged(Disadvantage on attack rolls and ability checks) if they get below 5 on their saving throw this effect also gives them disadvantage on saving throws.

Comedy: You tell an ally a tale of comedy giving them an advantage on saving throws against mind-affecting abilities or spells for 5 hours.

Heroic tale: You regale an ally with a legend of heroism giving them a d10 inspiration die.

Climactic Call[edit]

At 16th level, you can call abnormal weather conditions (such as storms, acid or granite rain, sandstorms, etc.) or specific environments (forests, swamps, deserts, etc.) of a story in your possession during a encounter or 30 minutes. This ability can be used the same number of times as character call per long rest. The DC for these call checks is 15 + 1 for every 90 feet of affected area. Abnormal climatic conditions cause 1d10 damage at the end of your turn to all affected creatures, or you can use a bonus action to choose a target in the affected area to make a dexterity saving throw, on a failure the target takes 4 D10 damage or half as much on a success. The damage type can be anything fitting the appropriate type for this condition (thunder damage to storms, acid damage to acid rain, cold damage to granite rain, etc.). Invoked environments impose all the rules that normally would, with the addition that are always considered easy terrain for you and your allies and difficult terrain to all enemy creatures. This follows the same rules of dismissal as Character Call.

Fiction to Fact[edit]

At 20th level, you may create your own personal Demi-plane that you may customize as you see fit (under DM supervision) and can as your action open up a portal to this plane. On subsequent turns you may use your bonus action to bring an item or creature from that plane to the battlefield. If bringing a creature through the portal, you must succeed on a DC 10+ number of its hit dice or you'll lose control of it (it acts as it naturally would on your plane).

Genre[edit]

A genre is the type of book that best reflects the abilities of the storyteller.

Horror[edit]

Stalker's Knowledge[edit]

At level 3 the storyteller gets advantage on Intimidation skill checks.

Beasts of Horror[edit]

At level 6 you gain advantage on checks made to call Evil aligned characters from a book.

Experience in Writing[edit]

At level 9 you may avoid paying the cost for one creature and item when using the create book feature to write a horror novel.

Corruption of the Pages[edit]

At level 12 you may add 1d10 necrotic damage to the damage of an attack or spell.You may only use this feature once per short rest.

Genre Influence[edit]

At level 15 all creatures you call deal an extra 1d8 psychic damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 necrotic damage.

Product of Horror[edit]

At level 18 you gain resistance to necrotic damage and all attacks you make deal an extra d8 necrotic damage. You gain access to the spell 'Finger of Death' to be used once per long rest.

Romance[edit]

Lover's knowledge[edit]

At level 3 You gain advantage on all Persuasion and Insight skill checks.

People of Romance[edit]

At level 6 you gain advantage on checks made to call Good aligned characters from a book.

Experience in Writing[edit]

At level 9 you may avoid paying the cost for adding one creature and item into a book you are writing with the create book feature as long as it is a romance

Passion of the Pages[edit]

At level 12 as an action you can shout and anyone in a 20-foot sphere around you must make a wisdom saving through or be charmed for 1 hour.

Genre Influence[edit]

At level 15 all creatures you call deal an extra 1d8 Psychic damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 Psychic damage

Product of Passion[edit]

At level 18 you gain resistance to Radiant damage and on all attacks, you deal an extra d8 Radiant damage.

Tragedy[edit]

Surviving Knowledge[edit]

At level 3 the storyteller gets advantage on Survival and Nature skill checks.

Fading Hope[edit]

At level 6 you gain advantage on checks made to call Neutral aligned characters from a book.

Experience in Writing[edit]

At level 9 you may avoid paying the cost for one creature and item when using the create book feature to write a tragedy novel.

Catharsis of the Pages[edit]

At level 12 you may add 1d10 psychic damage to the damage of an attack or spell. You may only use this feature once per short rest.

Genre Influence[edit]

At level 15, all creatures you call deal an extra 1d8 psychic damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 psychic damage.

Product of Tragedy[edit]

At level 18 You gain resistance to psychic damage and all attacks you make deal an extra 1d8 psychic damage. You gain access to the spell 'Feeblemind' to be used once per long rest.


Comedy[edit]

Social Knowledge[edit]

At level 3 the storyteller gets advantage on persuasion and deception ability checks.

Crazy Joker[edit]

At level 6 you gain advantage on checks made to call Chaotic aligned characters from a book.

Experience in Writing[edit]

At level 9 You may avoid paying the cost for one creature and item when using the create book feature to write a comedy novel.

Mockery of the Pages[edit]

At level 12 you may add 1d10 force damage to the damage of an attack or spell. You may only use this feature once per short rest.

Genre Influence[edit]

At level 15, all creatures you call deal an extra 1d8 force damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 force damage.

Product of Laughter[edit]

At level 18 you gain resistance to psychic damage and on all attacks, you deal an extra 1d8 force damage. You gain access to the spell 'Power Word: Stun' to be used once per long rest.

Heroic[edit]

Hero's Knowledge[edit]

At level 3 the storyteller gets advantage on Athletics and Intimidation skill checks(+6)

Inspiring Justice[edit]

At level 6 you gain advantage on checks made to call Lawful aligned characters from a book.

Experience in Writing[edit]

At level 9 You may avoid paying the cost for one creature and item when using the create book feature to write a Heroic novel.

Heroism of the Pages[edit]

At level 12 you may add 1d10 thunder damage to the damage of an attack or spell. You may only use this feature once per short rest.

Genre Influence[edit]

At level 15, all creatures you call deal an extra 1d8 thunder damage on all attacks and all items capable of being used to attack you call deal an extra 1d6 thunder damage.

Product of Courage[edit]

At level 18 You gain resistance to thunder damage and all attacks you make deal an extra 1d8 thunder damage. You gain access to the spell 'Holy Aura' to be used once per long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Have read at least five books, know at least one 3rd level bard spell and have charisma 13 and/or wisdom 13.

Proficiencies. When you multiclass into the class, you gain the following proficiencies: simple weapons, Artisan's Tools, and Charisma or Wisdom saving throws.


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