Each new arcane subclass in Secrets of the Tome is exemplified by an accompanying NPC. We recently met Chilblain, the lich librarian who showcases the Undying Wizard subclass, and Professor Omega who introduces the Huckster Artificer. This time, let's take a look at Brother Joney: Wandering Storyteller who is the iconic Talespinner Bard.
“The only wisdom any of us possess either came from within us or was shared with us. Either way, we have a duty to pass it along.”
As a child, Joney Wheelwright was, unsurprisingly, raised to the trades. His father, a tough man, insisted on teaching him the same business that he himself had learned. Nonetheless, young Joney had a passion for song and storytelling, always sneaking off to hear musicians play, and he had a gift for learning songs by heart after just one listening. When Joney was 15, he could no longer limit himself to the tales of his small town. He ran away, leaving his father behind—although it’s said that before the old man died, Joney returned to hear his story one last time. For many years now, Brother Joney has traveled the planes, always hungering for new tales.
Finding Brother Joney: Brother Joney travels from settlement to settlement throughout the multiverse, but the Wasteland is one of his favorite haunts: nowhere else can be found such a richness of tales in imminent danger of destruction. He’s often encountered relaxing in the Core or listening to the whispers of secrets in the Secret Forest.
Dealing with Brother Joney: Called Brother for his kindly nature and listening ear, Joney is open to all, even those of cruel heart. If someone wishes him harm, the talespinner will defend himself—but he has many friends, even in strange places, who will come to his aid, and many of those friends are cruel to all but him.
Although Brother Joney owns few material possessions, he has a vast collection of lore. If you’re looking for anything or anyone in the Wasteland or beyond, he probably knows where to start looking. It’s rumored he also knows a secret way into and out of the Wasteland. In exchange for what he knows, he’ll want a new tale, a rare spell, or maybe a favor for a friend.
Brother Joney Challenge 6
Medium humanoid (human) 2,300 XP
AC 16 (padded leather)
HP 93 (11d8 + 44; bloodied 46)
Speed 30 ft.
Initiative Dex +4 (14), Insight +6 (16), Perception +3 (13)
STR 10 (+0) DEX 18 (+4) CON18 (+4) INT 19 (+4) WIS 16 (+3) CHA 20 (+5)
Proficiency +3; Maneuver DC 15
Saving Throws Str +0, Dex +7, Con +4, Int +4, Wis +3, Cha +8
Skills Arcana +7, Culture +7, History +7 (+1d8), Insight +6, Performance + 8 (+1d8), Persuasion +8
Senses passive Perception 13
Languages Aquan, Auran, Common, Draconic, Ignan, Giant, Terran
Spellcasting. Brother Joney is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16. He has the following bard spells prepared:
Cantrips (at will): mage hand, message, minor illusion, vicious mockery
1st level (4 slots): Brother Joney’s invigorating healing word, Brother Joney’s protective charm person
2nd level (3 slots): Brother Joney’s deafening shatter, Brother Joney’s helpful locate object
3rd level (3 slots): Brother Joney’s invigorating spirit guardians, Brother Joney’s speak with unclean dead
4th level (3 slots): Brother Joney’s compulsive antipathy/sympathy, Brother Joney’s subtle greater invisibility
5th level (2 slots): Brother Joney’s rapid legend lore, Brother Joney’s versatile seeming
6th level (1 slot): Brother Joney’s catchy irresistible dance
ACTIONS
Multiattack. Brother Joney makes a rapier attack and casts vicious mockery.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Vicious Mockery (Cantrip; V). One creature within 60 feet that can hear Brother Joney makes a DC 16 Wisdom saving throw. On a failure, it takes 10 (3d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.
Brother Joney’s Deafening Shatter (2nd-Level; V, S, M). An ear-splitting ringing sound fills a 10-foot-radius sphere centered on a point Brother Joney can see within 60 feet. Creatures in the area make a DC 16 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. A creature that fails its save is also deafened for 1 minute, repeating the save at the end of each of its turns to end the effect on itself. Unattended objects in the area also take the damage.
Brother Joney’s Invigorating Spirit Guardians (3rd-Level; V, S, M, Concentration). Spectral forms surround Brother Joney in a 10-foot radius for 10 minutes. He can choose creatures he can see to be unaffected by the spell. Other creatures treat the area as difficult terrain, and when a creature enters the area for the first time on a turn or starts its turn there, it makes a DC 16 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failure or half damage on a success. Once per round, when Brother Joney deals necrotic damage in this way, he gains 3 temporary hit points.
Brother Joney’s Catchy Irresistible Dance (6th-Level; V). One creature within 30 feet that can be charmed must succeed on a DC 16 Wisdom saving throw or use all of its movement to dance in its space for 1 minute. While dancing, the creature has disadvantage on attack rolls and saving throws, and attack rolls against it are made with advantage. On each of its turns, the creature can use an action to repeat the saving throw, ending the effect on itself on a success.
BONUS ACTIONS
Bardic Inspiration (5/Long Rest). Brother Joney grants a d10 Bardic Inspiration die to another creature within 60 feet. Once during the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. If a creature spends the Bardic Inspiration die on a skill check, it can add its proficiency bonus to the skill check even if it doesn’t have proficiency in that skill. If the creature already has proficiency in the skill, it gains an expertise die on the check instead. A creature can have only one Bardic Inspiration die at a time.
Brother Joney’s Invigorating Healing Word (1st-Level; V). Brother Joney or a living creature within 60 feet regains 5 (1d4 + 3) hit points. If the target is restored to its hit point maximum, the target gains temporary hit points equal to any remaining hit points it would have otherwise regained. Brother Joney can’t cast this spell and a 1st-level or higher spell on the same turn.
Brother Joney’s Subtle Greater Invisibility (4th-Level; V, S, Concentration). Brother Joney becomes invisible for 1 minute. Brother Joney can’t cast this spell and a 1st-level or higher spell on the same turn.
Bard Subclass: Talespinner
Talespinners study oral traditions and the vast scope of knowledge that was never committed to writing. They carry the memories of generations with them, calling on the spirits of those who have passed on for wisdom and aid. Not quite necromancers, they nonetheless straddle the bridge between the living and the dead, keeping traditions and tales alive.
Words of Wisdom
When you select this archetype at 3rd level, you gain proficiency in Culture and learn three languages of your choice. If you already had proficiency in Culture, you instead gain an expertise die. In addition, the spirits of the ancestors bolster your words. If a creature spends your Bardic Inspiration die on a skill check, it can add its proficiency bonus to the skill check even if it doesn’t have proficiency in that skill. If it already has proficiency in the skill, it gains an expertise die on the check instead.
Whispers of the Dead
At 6th level, the ancestors whose stories you tell can be summoned to aid you. You learn the spirit guardians spell, and it doesn't count against the limit of the spells you know. It counts as a bard spell for you, but it can only deal necrotic damage when you cast it. In addition, you can expend one use of your Bardic Inspiration to cast speak with dead without material components, regardless of whether you know the spell.
Unkind Secrets
At 14th level, you can use the stories you’ve learned against your enemies. When a creature that can see or hear you within 60 feet of you would succeed on an attack roll or saving throw, you can use a reaction and expend one use of your Bardic Inspiration. Roll your Bardic Inspiration die and apply a penalty equal to the result to the triggering attack roll or saving throw. If that creature is concentrating on a spell and the penalty causes its roll to fail, the creature also loses concentration on that spell.