Tale of the Blind Warrior
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 truesight in a 15 foot radius around them, but loses all other forms of vision for the next minute.
Tale 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 1d8 temporary hit points for the next hour.
Tale 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.
Tale 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.
Tale of Conquest
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 1d6 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.
Tale of the Fool
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.
Tale 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.
Tale 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 + 1 to any one roll of your choice made in the next minute.
Tale of the Lover
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.
Tale of the Magician
You recall a story of a skilled and ambitious mage of one type or another. This Tale can be cast 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.
Tale 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 there own within the next 10 minutes.
Tale 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.
Tale of the One-Foot Race
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.
Tale 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 1d6 to their AC for the next minute.
Tale 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 or 1d4 to all their attack rolls for the next minute.
Tale of the Rebel
You recall a story of a rebellious character, resourceful and strong. One creature within 60 feet who can experience your performance gains 1d6 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.
Tale of Rebirth
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.
Tale of Riches
You recall the second half of a story someone who once had nothing has gained all of their desires. One creature within 60 feet who can experience your performance gains 1d6 or 1d4 to the damage of all your weapon attacks for the next minute.
Tale 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.
Tale 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 or 1d4 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.
Tale of the Shadow
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.
Tale of Shortcoming
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.
Tale 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.
Tale 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.
Tale 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.
Tale of Aram
Prerequisite: Mystic Entertainer Lv 7
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.
Tale of Beauty
Prerequisite: Mystic Entertainer Lv 7
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.
Tale of the Child
Prerequisite: Mystic Entertainer Lv 7
You recall a story of a lucky, beaming child of innocence and wide-eyed wonder. This Tale can be cast as a reaction. One creature within 60 feet who can experience your performance gains 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.
Tale of the Creator
Prerequisite: Mystic Entertainer Lv 7
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.
Tale of Excalibur
Prerequisite: Mystic Entertainer Lv 7
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 die for any melee weapon attack they make with two hands as long as the roll is a 1 and the attack is made in the next minute. The must take the new roll even if it is a 1.
Tale the Guardian
Prerequisite: Mystic Entertainer Lv 7
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 anytime during the next minute.
Tale of Hope
Prerequisite: Mystic Entertainer Lv 7
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.
Tale of Kavacha
Prerequisite: Mystic Entertainer Lv 7
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 1d4 to their AC and 1d4 to any attack rolls for the next minute.
Tale of the Leech
Prerequisite: Mystic Entertainer Lv 7
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 - 1 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.
Tale of Revelation
Prerequisite: Mystic Entertainer Lv 7
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 emotion 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 Tale 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 Tale’s casting. This lasts for next 5 minutes.
Tale of the Serpent
Prerequisite: Mystic Entertainer Lv 7
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.
Tale of the Soldier
Prerequisite: Mystic Entertainer Lv 7
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.
Tale of the Traitor
Prerequisite: Mystic Entertainer Lv 7
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 1d6 damage for this attack. Additionally, they may hide, disengage, or dash as a bonus action for the next minute.
Tale of Truth
Prerequisite: Mystic Entertainer Lv 7
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.
Tale of the Warrior
Prerequisite: Mystic Entertainer Lv 7
You recall a story of a warrior of great prowess and strength who’s strength allowed them to attack with complete ease. This Tale can be cast 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.