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Folk Teller

Folk Teller

Prerequisites. N/A.

Passed down through centuries of oral traditions, tall tales and folk stories carry the wisdom of forebears. Every time you recant a fable, its echoes of the past grant a brief but potent boon to those willing to listen and heed its lessons.

Ability Score Increase. Your Wisdom Score increases by 1, to a maximum of 20.


Recant a Fable. When you finish a Long Rest, you can take some time to recant one of ten fables below. Choose up to 6 allies (including yourself) within 30ft. who can see and hear you. Each creature can use the benefit from hearing the fable until it finishes a Long Rest.

d10Fables
1.The Night's Sentinel at Court. When the creature rolls initiative, it can subtract 5 from the roll. If it chooses to do so, it gains an additional +2 bonus to AC until the end of its first turn in combat.
2.The Shadow that Wove Itself. As a Bonus Action, a creature can gain the effects of the Spider Climb spell for 10 minutes. During that time, it has advantage on Dexterity (Stealth) checks to hide from creatures larger then itself, and it does not provoke opportunity attacks from the them.
3.Beneath the Mountain was a Single Ant. When the creature would roll a d20 at disadvantage, it can roll with advantage instead.
4.The Twins in the Mirror. When the creature is targeted by a spell that is level 3 or lower that only targets that creature, it may use its reaction to force the caster to also become a target of its own spell. (If applicable.)
5.When Crows Dreamt of Sunlit Fields. When the creature completes a Short Rest without spending any Hit Dice, it can regain one expended spell slot of level 3 or lower.
6.Sun-Spark Dawnborn in the Prismatic Garden. For the next minute, the creature gains resistance to all elemental damage (acid, cold, fire, lightning, or thunder). The next time it takes elemental damage of one of those types, the creature temporary gains resistance to that type of damage.
7.Beasts of Talon and Rock. When the creature starts its turn Grappled, Restrained or Incapacitated (but not Unconscious), it can immediately end on of those conditions on itself.
8.Sun-Spark Dawnborn and the Flicker Between Steps. The creature can use a Bonus Action to teleport up to 30ft into an unoccupied space it can see in Dim Light.
9.A Thread Across the Chasm. When the creature fails a Strength or Dexterity saving throw, it can choose to succeed instead. Once it uses this feature however, it falls Prone.
10.The Child that Dreamt of Wings. As a Bonus Action, the creature gains the temporary ability to fly, with a flying speed equal to its walking speed, until the end of its next turn. If the creature ends its turn mid flight, it falls taking the subsequent damage.

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