Raconteurs are perhaps the most Adventurous of all Adventurers. They are story finders and tellers, these stories effect people differently by how and who they tell them. Perhaps a caring voice as your face lies in badges, maybe information for a rival gang, perhaps a rallying speech in the middle of combat, perhaps an ancient proverb that relates perfectly in a sticky situation. Be by music, proverb or just a dark tale, Raconteurs have the gift of the gab.
Through their experiences for the sake of adventure, they learn many things, they have learnt to adapt their control of the Arcane, and have experienced a variety of jobs and skills for future use.
Raconteurs look for the best stories, and like Wizards may end up being Archaeologists, but unlike wizards that are hungry for more tools and ancient spells a Raconteur focuses on wanting to know that that civilisation lived, what great stories and characters lived in their society.
Hit Dice: 1d8
Armour. Light
Weapons. Simple Weapons, Hand Crossbows, Long swords, Rapiers, Short swords
Tools. Ether Paraphernalia, Musical Instrument, Sound Recording Device
Saving Throws. Intellect, Charisma
Skills. Choose any three.
Leather Armour, a Dagger, a Shock Rod, a Phonograph,
Spell casting Ability. Intelligence
Spell save DC. 8 + Proficiency + Intellect Modifier
Spell Attack Modifier. Your Proficiency Bonus + Intellect Modifier
Spellcasting Focus. You can use an Arcane Focus as a spell casting focus for you Raconteur spells. A raconteur uses Incense and or Arylether smoking as their Arcane Focus.
A raconteur learns spells to use off by heart, just like a good song or poem. Without ingesting and transforming your body with Ether as a Wizard would, the body and mind can only take so much before revision would fill your entire day to make up for all the complexities that surround spellcraft, and so instead Raconteurs choose a few good spells that they know and rehearse to be used in an instant.
The current known spells by the Raconteur are listed in the Spell Table.
When you gain a level in this Class, you may choose one of the Raconteur spells that you know, and replace it with another spell from the bard spell list, which also must be of a level for which you have spells slots.
If a Raconteur was to gain possession of a tome of knowledge explaining the casting of a spell that he could cast, he may cast it as a ritual if he has access to the manuals and spends excess time practicing to use the spell.
Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag. If you have possession of a spell's manuscript that has a ritual rag that is of a level that you can cast, you may cast it as a ritual using the specified material components and taking twice as long as a normal ritual casting of the spell would take. (You cannot use your Arcane focus for these spells that you do not know, and as you must thoroughly read the manuscript that isn't able to be learned directly, this takes excess time).
You can inspire others through stirring words or music. To do so, you can use a bonus action on your turn to choose one creature other than yourself within 60 ft of you who can hear you.
That creature gains one d6 of Raconteur's Inspiration.
This dice can be used to affect one ability check, attack roll or saving throw it makes, or if 10 minutes elapses. The creature may roll this d6 after the result of the d20 roll is seen, but not after the DM confirms a success or a failure.
A creature cannot be affected by more than one Raconteur's Inspiration at one time.
This feature can be used a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses after a Short or Long Rest.
The Raconteur's Inspiration changes when you reach certain levels in this class.
Level 5. d8
Level 10. d10
Level 15. d12
Your vast experience grants you an upper hand on situations that you haven't seen or gotten used to.
When making an ability check that you do not have a proficiency bonus with, you may add half of your proficiency modifier rounded down.
When resting, your witty anecdotes or soothing music lightens the mood making recovery significantly faster.
During a Short Rest, if you or any friendly creatures can hear your Performance or your Phonograph, they regain 1d6 additional hit points at the end of the Short Rest if they had spent at-least one hit-dice recovering.
This amount increases when you reach certain levels in this class:
Level 9. 1d8
Level 13. 1d10
Level 17. 1d12
Be it tall tales or genuine myths, they are able to emulate the stories they tell, and even make those they know take on the same characteristics , "Why, you're the spitting image of Old Mathers, who could hit a fly out of the air with a floppy stone." "Cor' you're like Mother Dawn the way you ponder those buh'ns."
He makes himself closer to the stories he tells, getting lost in the story and the hunt for it. Perhaps he is out looking for long dead civilisations, great conquerors that died with a whimper, or even just looking to document something happening right now.
Students of the School of Legends hunger for more stories to tell
You were taught by the best, to be the best, to save and look after those who could not otherwise survive. You have sworn an oath of compassion and empathy, and it is your mission to preserve life. Though at times you may need to do harm, or look the other way, you feel the pain of all and have absolute empathy. Your ability to dictate triage and act without hesitation is an amazement to all.
Some stories are wished to be left untold. The Student of Whispers knows the power of a story, and that it may break, or make, a man. Extotionists, they prey on the sheep as their wolf teeth grip around their neck, lulled into a sense of security as they tie their own noose.
The School of Whispers impresses it's students with lessons of daring and skulduggery to get the edge wherever possible. Often claiming to be of another school, the student of Whispers keeps his own stories and identity well clasped.
Ancient techniques of hidden control and lethality have been passed to you.
You can't help but feel onerous to a great story or moment of history. You cannot bear to stand idly by as someone else gets the credit or the immortality through story, you push your odds as far as your body can go.
Life is a party, indulgence of the senses and substance. You easily pull along innocent bystanders into the fray of fun and adventure, you will never be kept down from a good story, and your songs attest to the grandeur of life, and it's luxuries.
You are a font of knowledge and learning, you hunger for new experiences, and your adventures and history have granted you impressive proficiency with a variety of abilities.
Choose two Skill Proficiencies
Your proficiency modifier is doubled when using rolls for either of the chosen proficiency.
At level 10, you may choose another two Skill Proficiencies to apply this feature to.
Your mastery over changing the minds of others has resulted in your Charisma being strong enough to alter spells.
At level 5, you may add your Charisma modifier to rolls made with Enchantment Spells.
At level 11, you may add both your Charisma modifier to the saving throw DC of Enchantment Spells.
To be Balanced.
You know the perfect notes or words to ruin a performance and cut through the mood in a room. Be it an ungodly horror freezing your friends in fear, or a powerful mage charming your party into a trap.
Your performance, silly or otherwise, cuts through the status quo and hopefully breaks any chance someone has at influencing your party with their rubbish.
As an action, you can start a performance that last until the end of your next turn.
During this time, you and any other friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. The creature must be able to hear you to gain this benefit.
The performance may end early if you are incapacitated, silenced, or you choose to end it voluntarily.
Through your journey, you have come to possess manuscripts, lessons, documents on eldritch techniques that you would have originally thought possible for you to learn.
Choose two spells from ANY class, including this one. Spells you choose must be at a level you can cast them.
The chosen spells count as Raconteur spells for all accounts and purposes, and area included in the number in the Spells Known column of the Raconteur Table.
You learn two additional spells from any class at level 14, and level 18.
Rituals cast through the use of the feature Ritual Manuscript Casting no longer take twice as long, and you may use your Arcane focus as normal.
When you roll Initiative and have no uses of Raconteur Inspiration left, you regain one use.
Once per combat, you may focus your powers of Inspiration, and give a target 2 dice instead of 1. You may use both these dice to alter a single roll, you must decide if you are going to use both or just one to alter the roll before you roll. You can hold onto the other until it expires or used as normal.
Based on the Bard Class from 5e by Wizards of the Coast