College of Chroniclers

It is the destiny of great heroes to venture into the dark corners of the world, seeking those dire and cursed places from which no-one ever returns.

To this, an enquiring mind might ask: "if no-one ever returns, how do we know what happened?"

This is the task of the chroniclers, those brave bards who accompany mighty deed-doers to the world's end and beyond in search of the next great epic.

It matters little how someone lives. What matters is how the chronicler writes it down. A sword can keep a hero alive. A song can make them immortal.

No-one remembers the singer. The song remains.

Great Heroes Remembered

When you join the College of Chroniclers at 3rd level, you gain proficiency in History. You double your proficiency bonus when you make an Intelligence (History) check to recall information about great heroes and villains.

Mighty Deeds Recorded

Also at 3rd level, you can use your action to start recording the heroism of another creature you can see. It receives the following benefits:

When your hero rolls one of your Bardic Inspiration dice, it rolls it twice and uses the highest result.

You can use the Help action to assist your hero from up to 30 feet away, by praising their legendary prowess. You can do so as a bonus action.

When you damage a creature with vicious mockery, your hero's next attack against it has advantage. You must use the verbal component to unfavourably compare the two.

You stop recording a creature's deeds when you finish a long or short rest. You must complete a long or short rest before you use this feature again.

Daring Tales Told

Starting at 6th level, you gain two additional uses of Bardic Inspiration, which can only benefit your hero.

When you grant a creature one of your Bardic Inspiration dice, it gains temporary hit points equal to half your bard level + your Charisma modifier.

Fine Titles Acclaimed

Also at 6th level, you gain advantage on Charisma (Performance) checks to relate the deeds accomplished by your comrades.

You also gain advantage on Charisma (Persuasion) checks which hinge on your hero's reputation.

Grand Epics Composed

Starting at 14th level, when you choose a hero after completing a long rest, you also gain a number of verses equal to half your bard level.

You can speak these verses to cast a spell of your choice from any spell list, with a level no greater than 5th. This consumes a number of verses equal to the spell's level, but does not expend a spell slot.

These spells do not require any material components, but all gain a verbal component, and can only affect or target your hero. Spells with a range of touch or self gain a range of 30 feet, and can be cast on your hero.

These spells must relate to some legendary aspect of your hero. A barbarian whose rage makes them seem ten feet tall would easily suit enlarge, while a paladin commonly depicted as angelic could be blessed with fly.

Once you have cast a spell through this feature, you cannot use it to cast the same spell again until you complete a long rest. You regain all expended verses after you complete a long rest, regardless of whether you choose a new hero.