Bardic Inspiration
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d12). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Jack of All Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include it.
Song of Rest 1d12
During a short rest, friendly creatures who can hear your performance regain additional hit points when they spend Hit Dice based on your level.
Mantle of Inspiration
As a bonus action, spend one use of Bardic Inspiration to grant temporary HP to a number of creatures (up to +5) you can see and that can see you within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks
Enthralling Performance
Once per short rest, you can choose +5 creatures that watched and listened to you perform for 1 minute. Each target makes a WIS saving throw (DC 19 and is charmed if it fails for 1 hour, or until it takes any damage, you attack it, or it sees you attack or damage its allies.
Mantle of Majesty
Once per long rest as a bonus action, you cast command, without expending a spell slot. For 1 minute or until your concentration ends, you can cast command as a bonus action on each of your turns, without expending a spell slot. Creatures charmed by this ability automatically fail saving throws against the command you cast with this feature.
Unbreakable Majesty
As a bonus action, you can assume a majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a CHA saving throw (DC 19). On fail, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On success, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Actor
You gain +1 CHA, you have advantage on Deception and Performance checks when trying to pass yourself off as a different person, and you can mimic the speech of another person or the sounds made by other creatures that you have heard (for at least 1 minute).
Linguist
Increase your INT score by 1. You learn three languages of your choice. You can create written ciphers that others can't decipher unless you teach them, they succeed on an INT check (DC 24, or they use magic to decipher it.
Observant
Increase your INT or WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores.
Tavern Brawler
Increase your STR or CON score by 1. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Prodigy
You gain one skill proficiency, one tool proficiency, and learn one language of your choice. You gain expertise (apply twice your proficiency bonus) with one chosen skill.
Features & Traits