Bard Features

Bardic Features

 

Influence the Masses

you gain the ability to use music, oration, or performance to benefit groups of others. These performances are physically and mentally. You may only perform a number of times equal to your Charisma modifier per long rest (minimum of 1). You may choose to make more performances beyond this cap, but when you do you gain a level of exhaustion.     Performance of Battle: you can use high tempo and intense music or oration to help energize your allies. Using your action you may perform for any allies within range that can hear you. You may also use a half action and/or a reaction to extend the range of the performance and increase its benefits. these benefits last until the end of your next turn, unless extended by the use of a half action. The performance cannot be extended to last longer than a number of rounds equal to your Charisma modifier. Allies that start their turn within range and can hear you gain a number of grit points depending on the performance level. Allies that end their turn within range that can hear you have their attrition value lowered by an amount depending on the performance level.
Song/story of battle performance level modifiers: Using Action:15 foot range grit/attrition equal to Charisma modifier. Adding only half action: 25 foot range, grit attrition value equal to half Charisma score Adding only reaction: 20 foot range, grit/attrition value equal to Charisma modifier plus proficiency Using all three action types: 25 foot range plus 5 feet per Charisma modifier, grit/attrition value equal to charisma score   Performance of Rest: you can use soothing music or oration to help revitalize your wounded allies during a short rest. Any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures gains a temporary boost to their maximum HP. This boost is equal to your Charisma modifier (minimum 1). The creatures also regain that many hit points. You also benefit from this feature but may not spend time mending your wounds with hit dice.
    Performance of Coordination: You can use oration or music that uses rhythm to help organize allies in battle. You may use your action to perform for a pair of allies until the end of your next turn. These creatures become linked in the initiative order and act at the same time. Any time these allies take an action targeting the same thing they gain a bonus to any checks or rolls equal to your charisma modifier. This bonus is doubled if they do all the same actions this turn. (for ruling purposes this includes free actions, movements, etc. Actions like the attack action have to be the same kind of attack (melee/ranged) and the maneuvers must also be the same (shove/grapple). You may choose to use a half action on subsequent turns to extend the duration of the performance. This performance cannot last longer than a number of rounds equal to your charisma modifier.     Performance of excellence:(WIP, might be a later level feature)    

Inspired Inspiration

your bardic inspiration begins to take the shape of what has inspired you. Choose an option below, any time you use your bardic inspiration feature it gains the benefits of the option chosen. In addition your bardic inspiration die becomes a D8. Font of inspiration: You gain an additional amount of uses for Bardic inspiration equal to your proficiency bonus. Quick Witted: You may use a bardic inspiration as a reaction instead of a half action. Infectious Inspiration: When you roll above half the maximum value of your inspiration die it inspires an additional creature of your choice for half the amount. Indiscriminate Inspiration: You do not choose the target of your inspiration. When you use your Bardic inspiration you must make a performance check(CHA). Subtract 5 from the result and give your inspiration to the nearest allied creature until you exceed your roll. These creatures must meet the requirements to receive inspiration. If creatures are an equal distance from you, you may choose which receives the inspiration first. Lasting Inspiration: While a creature is inspired by you they may add YOUR Charisma modifier to any grit points they receive. Inspired by success: If the bonus from your inspiration would make the difference between success and failure you regain the use of that inspiration. Self inspiring: You may use your Bardic Inspiration on yourself   WIP please ignore below

Bard College

you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.

Soothesinger

you gain the ability to use musical notes or words of power to prevent mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and a number of friendly creatures up to your CHA mod, that can hear you have advantage on saving throws against being frightened or charmed. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
In addition you may use your action to soothe the mind of an ally and reveal the truth of a mind altering effect such as a charm or illusion. You must not be under the effect and you must know the origin of the effect for this to work. If the effect is of a level equal to or lower than your bard level the creature becomes immune to the effect as long as you use your action to continue your song. If the effect is of a level that is higher than your bard level, the creature gains advantage against it instead. Bard College feature you gain a feature from your Bard College.  

Mindwarper

You become able to do things similar to spells in the psionics tradition of magic.