Griot

The Griot is a living archive. Where wizards bind knowledge in ink and sages hoard it in towers, the Griot keeps the memory of a people inside breath, rhythm, and voice — bloodlines, boundary treaties, wedding debts, the true names of old spirits, and the deeds of ancestors who must not be forgotten. Griots travel the savanna towns and desert caravan roads, trading song and news for hospitality, serving as heralds, matchmakers, mediators, and praise-singers for those who earn their regard. Their magic is the magic of the spoken word: a name spoken correctly can wound, heal, bind, or unbind. In play, a Griot is a full Charisma spellcaster who solves problems with words first — buffing allies with remembered courage, breaking enemy morale with a verse of their own worst deeds, and gathering information no scout could find. They are at their weakest alone and silent, and at their strongest in front of a crowd.

Class Features

Hit Die d8
Primary Ability Charisma, Dexterity
Saving Throws Dexterity, Charisma
Archetype Hybrid_Battlemage
Ability Categories spellcasting, martial_abilities
Caster Progression Full

Proficiencies

Armor Light armor
Weapons Simple weapons
Tools Any one musical instrument
Skills Choose 3 from History, Insight, Performance, Persuasion, Arcana, Religion, Intimidation, or Sleight of Hand

Class Resources

Verses

Max 1

Verses are the Griot's class resource, representing remembered lines held ready in the throat. Your maximum number of Verses equals your Charisma modifier (minimum of 1). Verses fuel your Verse Techniques and several class and Tradition features. Your Verse die is a d6 at level 1, a d8 at level 5, a d10 at level 11, and a d12 at level 17.

Reset
Long Rest (regain all expended Verses); Short Rest (regain Verses equal to your Proficiency Bonus, up to your maximum)
Spending
You expend Verses to activate Verse Techniques and features that list a Verse cost. You cannot expend a Verse if you have none remaining. Expending a Verse is part of the action, Bonus Action, Reaction, or rite described by the ability that uses it; it does not require a separate action. A single use of a Verse Technique can never benefit from more than one Verse expenditure.
Recovery
You regain all expended Verses when you finish a Long Rest. When you finish a Short Rest, you regain a number of expended Verses equal to your Proficiency Bonus (up to your maximum). Voice and Instrument lets you regain 1 expended Verse by performing for at least 1 minute for a willing audience, a number of times equal to your Proficiency Bonus per Long Rest. The Whole Choir and The Long Memory features grant additional recovery as written. Unspent Verses carry over between rests up to your maximum; you never bank more than your maximum.

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 2
Spells Known 4
Cantrips of the Oral Tradition
Cantrip Varies
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell
Defense: Varies by spell

The everyday sayings of the tradition: small, sharp, and endlessly repeatable.

Rules Text:

Choose from: Vicious Mockery, Guidance, Message, Minor Illusion, Prestidigitation, Dancing Lights, Light, Mending, True Strike, Blade Ward, Resistance, Spare the Dying, Thunderclap, Druidcraft, Elementalism. All cantrips use your Griot spellcasting ability, spell save DC, and spell attack modifier, and their damage scales with Griot character level exactly as written in the spell. You learn 2 cantrips at level 1, 3 at level 4, and 4 at level 10.

At Higher Levels:

Cantrips scale with Griot character level as written in each spell.

Verses of the First Circle
Level 1 Enchantment, Divination, Abjuration
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell (usually Wisdom or Charisma saving throw)
Defense: Varies by spell

The opening verses: a name spoken to bind, a wound named to close, a lie dressed as a truth.

Rules Text:

Choose from: Bane, Charm Person, Command, Cure Wounds, Detect Magic, Dissonant Whispers, Faerie Fire, Feather Fall, Healing Word, Heroism, Hideous Laughter, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Silent Image, Sleep, Speak with Animals, Thunderwave, Comprehend Languages, Unseen Servant. You may prepare any 1st-level spell from this list that you have access to; you cast it using a 1st-level spell slot or higher.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Verses of the Second Circle
Level 2 Enchantment, Divination, Abjuration, Illusion
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell (usually Wisdom or Charisma saving throw)
Defense: Varies by spell

The verses that carry weight — the ones a listener cannot easily shrug off.

Rules Text:

Choose from: Aid, Calm Emotions, Detect Thoughts, Enthrall, Hold Person, Invisibility, Knock, Lesser Restoration, Locate Object, Mirror Image, Misty Step, Phantasmal Force, See Invisibility, Shatter, Silence, Suggestion, Zone of Truth. Unlocked at Griot level 3 with the 2nd-level spell slots shown in the progression table.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Verses of the Third Circle
Level 3 Enchantment, Divination, Abjuration, Illusion
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell (usually Wisdom saving throw)
Defense: Varies by spell

History spoken aloud becomes a force: it can send a listener fleeing, hold a crowd still, or send word across a hundred miles.

Rules Text:

Choose from: Bestow Curse, Clairvoyance, Counterspell, Dispel Magic, Fear, Glyph of Warding, Hypnotic Pattern, Major Image, Mass Healing Word, Nondetection, Plant Growth, Sending, Slow, Speak with Dead, Stinking Cloud, Tongues. Unlocked at Griot level 5.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Verses of the Fourth Circle
Level 4 Enchantment, Abjuration, Illusion, Transmutation
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell (usually Wisdom saving throw)
Defense: Varies by spell

The long recitations that rewrite a listener's place in the world.

Rules Text:

Choose from: Banishment, Charm Monster, Compulsion, Confusion, Death Ward, Dimension Door, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Phantasmal Killer, Polymorph. Unlocked at Griot level 7.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Verses of the Fifth Circle
Level 5 Enchantment, Divination, Abjuration, Conjuration
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell (usually Wisdom saving throw)
Defense: Varies by spell

Verses that a whole town can hear, and that a whole town will remember.

Rules Text:

Choose from: Animate Objects, Awaken, Dominate Person, Dream, Geas, Greater Restoration, Hold Monster, Legend Lore, Mass Cure Wounds, Mislead, Modify Memory, Scrying, Seeming, Synaptic Static, Telepathic Bond. Unlocked at Griot level 9.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Verses of the Sixth Circle
Level 6 Enchantment, Divination, Illusion
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell (usually Wisdom saving throw)
Defense: Varies by spell

The repertoire of a master: verses that keep working after the singer has stopped.

Rules Text:

Choose from: Contingency, Eyebite, Find the Path, Guards and Wards, Heroes' Feast, Irresistible Dance, Mass Suggestion, Programmed Illusion, True Seeing. Unlocked at Griot level 11.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Verses of the Seventh Circle
Level 7 Enchantment, Illusion, Transmutation, Abjuration
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell
Defense: Varies by spell

Verses that change the shape of the land or the road itself.

Rules Text:

Choose from: Etherealness, Forcecage, Mirage Arcane, Plane Shift, Project Image, Regenerate, Resurrection, Reverse Gravity, Symbol, Teleport. Unlocked at Griot level 13.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Verses of the Eighth Circle
Level 8 Enchantment, Abjuration, Divination
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell (usually Wisdom or Charisma saving throw)
Defense: Varies by spell

The verses that make a name unassailable, or take a mind apart one memory at a time.

Rules Text:

Choose from: Antipathy/Sympathy, Befuddlement, Dominate Monster, Glibness, Mind Blank, Power Word Stun, Telepathy. Unlocked at Griot level 15.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Verses of the Ninth Circle
Level 9 Enchantment, Divination, Illusion, Transmutation
Casting Time: 1 action (most)
Range: Varies by spell
Target: Varies by spell
Components: V, S, M (varies)
Duration: Varies by spell
Movement: None
Attack / Save: Varies by spell (usually Wisdom saving throw)
Defense: Varies by spell

The last verses: the ones a griot is expected to die carrying rather than write down.

Rules Text:

Choose from: Astral Projection, Foresight, Power Word Kill, Prismatic Wall, Psychic Scream, True Polymorph. Unlocked at Griot level 17.

At Higher Levels:

Casting with a higher-level slot uses the spell's own upcasting rules.

Martial Abilities

Interposing Verse
reaction 1 Verse Level 1
Range 30 feet
Target one attacking creature
Duration Instantaneous
Movement None
Attack / Save None

You cut across an enemy's attack with a shouted line from the record.

Rules Text:

Level requirement: 1. Category: martial_abilities. Action economy: 1 Reaction, taken when a creature you can see within 30 feet makes an attack roll against a target other than you. Movement: None. Range: 30 feet. Target: the attacking creature. Duration: instantaneous. Attack roll or save: None. Damage or healing: None. Defense changes: the triggering attack roll is made with Disadvantage. Conditions: None. Resource cost: 1 Verse. Scaling: at Griot level 11, if the attack still hits, the target of the attack reduces the damage taken by your Verse die. You must be able to speak to use this Verse Technique.

Caravan Drill
bonus_action 1 Verse Level 1
Range 30 feet
Target one willing ally that can hear you
Duration Instantaneous
Movement ally moves up to half its speed (full speed at level 5)
Attack / Save None

A short, sharp marching cadence that moves a companion exactly where they need to be.

Rules Text:

Level requirement: 1. Category: martial_abilities. Action economy: 1 Bonus Action. Movement: the target ally can immediately move up to half its speed (rounded down to the nearest 5 feet) as a Reaction, and this movement doesn't provoke Opportunity Attacks. Range: 30 feet. Target: one willing ally that can hear you. Duration: instantaneous. Attack roll or save: None. Damage or healing: None. Defense changes: the ally's movement doesn't provoke Opportunity Attacks. Conditions: None. Resource cost: 1 Verse. Scaling: at Griot level 5, the ally can move up to its full speed instead of half. You must be able to speak to use this Verse Technique.

Stinging Rebuttal
reaction 1 Verse Level 2
Range 60 feet
Target one attacking creature that can hear you
Duration Instantaneous
Movement None
Attack / Save Wisdom saving throw vs your spell save DC

You answer a blow with the one line the striker hoped nobody remembered.

Rules Text:

Level requirement: 2. Category: martial_abilities. Action economy: 1 Reaction, taken when a creature within 60 feet that can hear you makes an attack roll against you or an ally. Movement: None. Range: 60 feet. Target: the attacking creature. Duration: instantaneous. Attack roll or save: the target makes a Wisdom saving throw against your spell save DC. Damage or healing: 2d6 Psychic damage on a failed save, and half as much (1d6) on a successful one. Defense changes: on a failed save, the triggering attack roll is made with Disadvantage. Conditions: None. Resource cost: 1 Verse. Scaling: the damage increases by 1d6 at Griot levels 5, 11, and 17. You must be able to speak to use this Verse Technique.

Disarming Praise-Song
action 1 Verse Level 2
Range 60 feet
Target one creature that can hear and understand you
Duration Instantaneous
Movement None
Attack / Save Strength saving throw vs your spell save DC

A praise-song is not always a compliment; sometimes it names aloud exactly whose hand is shaking.

Rules Text:

Level requirement: 2. Category: martial_abilities. Action economy: 1 Magic action. Movement: None. Range: 60 feet. Target: one creature that can hear and understand you. Duration: instantaneous. Attack roll or save: the target makes a Strength saving throw against your spell save DC. Damage or healing: None. Defense changes: None. Conditions: on a failed save, the target drops one object of your choice that it is holding (the object lands at its feet), and it can't take Reactions until the end of its next turn. On a successful save, the target is unaffected. Resource cost: 1 Verse. Scaling: at Griot level 13, you can target up to 2 creatures with a single use, and on a failed save the dropped object is pushed 10 feet away from the creature in a direction you choose. You must be able to speak to use this Verse Technique.

Well-Song of the Road
1 minute (ritual performance) 2 Verses Level 3
Range 30 feet
Target up to 6 creatures that can hear you
Duration 1 hour
Movement +10 feet walking speed (targets), ignore Difficult Terrain from sand, dust, mud, rubble
Attack / Save None

The remembered song of a safe well, sung before a hard march.

Rules Text:

Level requirement: 3. Category: martial_abilities. Action economy: 1 minute of continuous performance (this is not an action in combat; it can be performed during travel). Movement: each target's walking speed increases by 10 feet, and targets ignore Difficult Terrain from sand, dust, mud, or rubble. Range: 30 feet (targets must be able to hear you throughout the performance). Target: up to 6 creatures that can hear you. Duration: 1 hour. Attack roll or save: None. Damage or healing: at Griot level 11, each target also gains 2d6 Temporary Hit Points when the song begins. Defense changes: targets have Advantage on Constitution saving throws made to resist Exhaustion caused by forced marches or extreme heat while the song lasts. Conditions: None. Resource cost: 2 Verses. Scaling: at Griot level 11, add the Temporary Hit Points and Advantage described above; at Griot level 17, the duration becomes 8 hours and the speed bonus becomes +15 feet.

Binding Oath
action 2 Verses Level 5
Range 30 feet
Target one creature that can hear and understand you
Duration 1 minute (save at end of each turn)
Movement None
Attack / Save Wisdom saving throw vs your spell save DC

A promise spoken aloud is a leash; you remind a listener of one they already gave.

Rules Text:

Level requirement: 5. Category: martial_abilities. Action economy: 1 Magic action. Movement: None. Range: 30 feet. Target: one creature that can hear and understand you. Duration: 1 minute, ending early if you are Incapacitated. Attack roll or save: the target makes a Wisdom saving throw against your spell save DC; it repeats the save at the end of each of its turns, ending the effect on itself on a success. Damage or healing: None. Defense changes: None. Conditions: on a failed save, the target has the Charmed condition toward you for the duration. While Charmed in this way, the target can't attack you, and it has Disadvantage on attack rolls against your allies. Resource cost: 2 Verses. Scaling: at Griot level 13, you can target up to 2 creatures with a single use. You must be able to speak to use this Verse Technique.

Genealogy of Wounds
bonus_action 1 Verse Level 5
Range 60 feet
Target one creature you can see
Duration Until the start of your next turn
Movement None
Attack / Save None

You name the bloodline of the thing in front of you, and it flinches as if struck by its own ancestors.

Rules Text:

Level requirement: 5. Category: martial_abilities. Action economy: 1 Bonus Action. Movement: None. Range: 60 feet. Target: one creature you can see. Duration: until the start of your next turn. Attack roll or save: None. Damage or healing: the next attack roll made against the target that hits deals extra damage equal to your Verse die. Defense changes: the next attack roll made against the target has Advantage. Conditions: None. Resource cost: 1 Verse. Scaling: at Griot level 13, the Advantage and extra damage apply to every attack roll made against the target by you and your allies until the start of your next turn, and the extra damage is dealt once per turn rather than once per use. You must be able to speak to use this Verse Technique.

Lament for the Fallen
action 3 Verses Level 9
Range 30 feet
Target one ally that died within the last minute (or one living ally for the alternate use)
Duration Instantaneous
Movement None
Attack / Save None

You sing the names of the dead back into the mouth of one who has only just stopped breathing.

Rules Text:

Level requirement: 9. Category: martial_abilities. Action economy: 1 Magic action. Movement: None. Range: 30 feet (touch if the target's remains are held). Target: one ally that died within the last minute. Duration: instantaneous and permanent. Attack roll or save: None. Damage or healing: the target returns to life with Hit Points equal to 3 × your Verse die + your Charisma modifier. Defense changes: None. Conditions: the target is cured of the Unconscious condition. Resource cost: 3 Verses. Alternate use: if there is no dead ally within range, you can instead target one living ally within 30 feet; that ally regains Hit Points equal to 2 × your Verse die and is cured of the Charmed, Frightened, and Poisoned conditions. Scaling: at Griot level 17, the target may have been dead for up to 1 hour. You must be able to speak to use this Verse Technique.

Verse of Unraveling
action 2 Verses Level 9
Range 60 feet
Target one creature, object, or ongoing magical effect
Duration Instantaneous
Movement None
Attack / Save Charisma (Performance) check vs DC 10 + spell level (or the caster's spell save DC, whichever is higher)

Every spell is a sentence; you have heard the sentence before, and you know where it breaks.

Rules Text:

Level requirement: 9. Category: martial_abilities. Action economy: 1 Magic action. Movement: None. Range: 60 feet. Target: one creature, object, or ongoing magical effect you can see. Duration: instantaneous. Attack roll or save: make a Charisma (Performance) check against DC 10 + the spell's level; if the effect was created by a spellcaster whose spell save DC is higher, use their spell save DC instead, whichever is higher. Damage or healing: None. Defense changes: None. Conditions: on a success, one spell of 3rd level or lower affecting the target ends. Resource cost: 2 Verses. Scaling: at Griot level 13, you can end a spell of 4th level or lower and may target two effects with a single use; at Griot level 17, you can end a spell of 5th level or lower and may target three effects with a single use. You must be able to speak to use this Verse Technique.

The Listeners' Hush
action 3 Verses Level 13
Range 60 feet
Target one creature that can hear you (two creatures at level 17)
Duration 1 minute
Movement None
Attack / Save Wisdom saving throw vs your spell save DC

You reach the part of the story everyone leans in for, and the room goes quiet whether it wants to or not.

Rules Text:

Level requirement: 13. Category: martial_abilities. Action economy: 1 Magic action. Movement: None. Range: 60 feet. Target: one creature that can hear you. Duration: 1 minute (see below). Attack roll or save: the target makes a Wisdom saving throw against your spell save DC. Damage or healing: None. Defense changes: None. Conditions: on a failed save, the target has the Stunned condition until the end of its next turn, and then has the Deafened condition for 1 minute; it repeats the Wisdom save at the end of each of its turns, ending the Deafened condition on a success. On a successful initial save, the target is Deafened until the end of its next turn. Resource cost: 3 Verses. Scaling: at Griot level 17, you can target up to 2 creatures with a single use. You must be able to speak to use this Verse Technique.

Song of the Long Road
10 minutes (ritual performance) 4 Verses (once per Long Rest) Level 13
Range Touch (5 feet, group)
Target you and up to 6 willing creatures
Duration Instantaneous
Movement up to 10 miles along a memorized route (100 miles at level 17)
Attack / Save None

You sing the safe-passage verse over a road you have walked, and the road agrees to shorten itself.

Rules Text:

Level requirement: 13. Category: martial_abilities. Action economy: 10 minutes of continuous performance. Movement: you and all targets teleport together to a destination you have previously visited that lies along a route you have personally traveled or memorized. Range: touch (each target must remain within 5 feet of you for the entire performance). Target: you and up to 6 willing creatures. Duration: instantaneous. Attack roll or save: None. Damage or healing: None. Defense changes: None. Conditions: None. Resource cost: 4 Verses; this Verse Technique can be used only once per Long Rest regardless of how many Verses you have. Scaling: at Griot level 17, the maximum distance becomes 100 miles instead of 10 miles. If any target is unwilling, the use fails and the Verses are not expended.

Curse of the Forgotten Name
action 5 Verses (once per Long Rest) Level 17
Range 60 feet
Target one creature that can hear and understand you
Duration 1 minute (save ends)
Movement None
Attack / Save Wisdom saving throw vs your spell save DC

You speak a name and then take it back out of the world, leaving the creature attached to nothing.

Rules Text:

Level requirement: 17. Category: martial_abilities. Action economy: 1 Magic action. Movement: None. Range: 60 feet. Target: one creature that can hear and understand you. Duration: 1 minute (save at the end of each of the target's turns, ending the effect on a success). Attack roll or save: the target makes a Wisdom saving throw against your spell save DC. Damage or healing: on a failed save, the target takes 3d6 Psychic damage at the start of each of its turns while cursed. Defense changes: while cursed, the target has Disadvantage on all attack rolls and all saving throws, and it can't take Reactions. Conditions: None beyond the curse's effects. Resource cost: 5 Verses; this Verse Technique can be used only once per Long Rest. Scaling: the damage increases to 4d6 at Griot level 20. You must be able to speak to use this Verse Technique.

Refrain of the Ancestors
action 5 Verses (once per Long Rest) Level 17
Range 60 feet
Target up to 6 allies that can hear you
Duration Instantaneous (Advantage lasts until the end of each target's next turn)
Movement None
Attack / Save None

The oldest refrain in your repertoire, sung to remind the wounded why they should keep standing.

Rules Text:

Level requirement: 17. Category: martial_abilities. Action economy: 1 Magic action. Movement: None. Range: 60 feet. Target: up to 6 allies that can hear you. Duration: instantaneous, plus 1 round of Advantage. Attack roll or save: None. Damage or healing: each target regains 5d8 Hit Points. Defense changes: each target gains Advantage on attack rolls until the end of its next turn. Conditions: each target is cured of the Blinded, Charmed, Deafened, Frightened, Paralyzed, and Poisoned conditions. Resource cost: 5 Verses; this Verse Technique can be used only once per Long Rest. Scaling: at Griot level 20, the healing increases to 7d8. You must be able to speak to use this Verse Technique.

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2
Balance Notes The Griot is a full Charisma caster on the Bard chassis: d8 Hit Die, light armor only, simple weapons only, and no Extra Attack. Its 13 Verse Techniques are support and control tools that cost the limited Verse resource, so its sustained damage stays below a true martial. Spell slots, cantrip counts, and prepared-spell counts track the 2024 full-caster curve. The class never gains transformations, auras, or companions, so its subsystems never stack.
Level Prof. Features Resources Spell Slots
1 +2 Spellcasting, Verses of Memory, Voice and Instrument, Verse Techniques (learn 2) - L1: 2
2 +2 Well-Versed (Expertise in one skill) - L1: 3
3 +2 Griot Tradition (subclass), Tradition feature at level 3, 2nd-level Griot spells unlocked - L1: 4 L2: 2
4 +2 Ability Score Improvement or Feat, Cantrips known increases to 3 - L1: 4 L2: 3
5 +3 Ancestral Echo, Verse die increases to d8, Verse Techniques (learn 1 more), 3rd-level Griot spells unlocked - L1: 4 L2: 3 L3: 2
6 +3 Tradition feature at level 6 - L1: 4 L2: 3 L3: 3
7 +3 Name-Speaker, 4th-level Griot spells unlocked - L1: 4 L2: 3 L3: 3 L4: 1
8 +3 Ability Score Improvement or Feat - L1: 4 L2: 3 L3: 3 L4: 2
9 +4 The Long Memory, Well-Versed (second Expertise skill), Verse Techniques (learn 1 more), 5th-level Griot spells unlocked - L1: 4 L2: 3 L3: 3 L4: 3 L5: 1
10 +4 Tradition feature at level 10, Cantrips known increases to 4 - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
11 +4 Song Beyond Silence, Verse die increases to d10, 6th-level Griot spells unlocked - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
12 +4 Ability Score Improvement or Feat - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
13 +5 Verse Techniques (learn 1 more), 7th-level Griot spells unlocked - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
14 +5 Legend-Keeper, Tradition feature at level 14 - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
15 +5 8th-level Griot spells unlocked - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
16 +5 Ability Score Improvement or Feat - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
17 +6 Verse die increases to d12, Verse Techniques (learn 1 more), 9th-level Griot spells unlocked - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1
18 +6 Deathless Memory - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1
19 +6 Ability Score Improvement or Feat, 5th-level spell slots increase to 3 - L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 1 L7: 1 L8: 1 L9: 1
20 +6 The Unforgotten Verse, 6th-level spell slots increase to 2 - L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 2 L7: 1 L8: 1 L9: 1

Class Features

Spellcasting (Level 1)

You channel the living memory of your people through voice and instrument. Charisma is your spellcasting ability. You prepare spells from the Griot spell list (see the spellcasting ability entries). You can use any musical instrument you are proficient with as a Spellcasting Focus for your Griot spells. Cantrips known: 2 at level 1, 3 at level 4, 4 at level 10. Prepared spells: 4 at level 1, rising to 22 at level 20 as shown in the progression table. You regain expended spell slots on a Long Rest. Spell save DC = 8 + your Charisma modifier + your Proficiency Bonus. Spell attack modifier = your Charisma modifier + your Proficiency Bonus.

Verses of Memory (Level 1)

You keep the class resource, Verses. Your maximum number of Verses equals your Charisma modifier (minimum of 1). Verses fuel your Verse Techniques and several of your class features. Your Verse die is a d6 at level 1, a d8 at level 5, a d10 at level 11, and a d12 at level 17. See the Verses resource entry for full spending and recovery rules.

Voice and Instrument (Level 1)

Your magic is breath and rhythm. You gain proficiency in the Performance skill if you do not already have it. When you spend at least 1 minute performing for a willing audience of at least one creature that can hear and understand you, you regain 1 expended Verse (up to your maximum). You can regain Verses this way a number of times equal to your Proficiency Bonus, and you regain all uses of this feature on a Long Rest.

Verse Techniques (Level 1)

You learn 2 Verse Techniques of your choice from the martial abilities list at level 1, and you learn 1 additional Verse Technique at level 5, level 9, level 13, and level 17 (6 total by level 17). A Verse Technique's listed level requirement is the minimum Griot level at which you may select it. When you gain a Griot level, you can replace one Verse Technique you know with another one for which you qualify.

Well-Versed (Level 2)

Choose one of the following skills in which you are proficient: History, Insight, Performance, or Persuasion. You gain Expertise in that skill, doubling your Proficiency Bonus for ability checks with it. At level 9, choose a second skill from that list in which you are proficient and gain Expertise in it as well.

Griot Tradition (Level 3)

At level 3, you commit to a Griot Tradition: the Kora Circle Sage, the Salt Road Choir, or The Unwritten. Your Tradition grants features at Griot levels 3, 6, 10, and 14.

Ancestral Echo (Level 5)

When a creature you can see within 60 feet of you fails a saving throw, you can take a Reaction and expend 1 Verse to add your Verse die to that creature's roll, potentially turning the failure into a success. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all uses on a Long Rest.

Name-Speaker (Level 7)

You can learn a creature's true name through 10 minutes of conversation and a successful DC 15 Intelligence (History) or Wisdom (Insight) check, or through 1 hour of research and a successful DC 15 Intelligence check. While you know a creature's true name, you have advantage on Charisma checks made against it, it has disadvantage on saving throws against your Enchantment spells, and you can send it a single sentence of telepathic speech if it is within 1 mile of you (no action required).

The Long Memory (Level 9)

Once per Long Rest, when you roll Initiative, you regain all expended Verses. In addition, you have advantage on Intelligence (History) checks and can recall any event you personally witnessed with perfect accuracy for up to 100 years.

Song Beyond Silence (Level 11)

You can cast Griot spells with Verbal components even while in an area of magical silence or while unable to produce audible sound, provided you can still move your hands or hold your instrument. Additionally, each ally within 30 feet of you that can see or hear you has advantage on saving throws against being Charmed or Frightened.

Legend-Keeper (Level 14)

Once per Long Rest, you can take a Magic action to recite the recorded deeds of one creature you can see within 60 feet. That creature must make a Wisdom saving throw against your spell save DC. On a failure, it is Stunned until the end of its next turn and has disadvantage on all saving throws until the start of your next turn. On a success, it takes 4d8 Psychic damage and is Charmed by you until the end of its next turn. Either way, you and each ally within 30 feet of you gain Temporary Hit Points equal to your Griot level.

Deathless Memory (Level 18)

When you are reduced to 0 Hit Points, you can drop to 1 Hit Point instead (no action required). Once you use this benefit, you can't use it again until you finish a Long Rest. When you do, each ally within 30 feet of you that can hear you gains Temporary Hit Points equal to your Charisma modifier + your Proficiency Bonus. Additionally, you can't be magically aged, and your name can't be erased from memory by any effect of 6th level or lower.

The Unforgotten Verse (Level 20)

Once per Long Rest, you can take a Magic action to recite the Unforgotten Verse. Choose up to 6 creatures within 60 feet of you that can hear you. Each chosen ally regains 5d8 Hit Points and is cured of the Blinded, Charmed, Deafened, Frightened, Paralyzed, and Poisoned conditions. Each chosen enemy must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 minute; a Frightened enemy repeats the save at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds is immune to this feature for 24 hours.

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