Bard
Base Class: Bard
  1. Bard Subclass - College of the Ringmaster
    [Inspiring Show] At 3rd level, you learn to inspire action in your crew when you speak. After an ally gains one of your Bardic Inspiration die, they can immediately use their reaction to make one weapon attack against a creature of their choice. Additionally, you gain proficiency in Performance skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with this proficiency.
     
    [The Show Must Go On!] At 3rd level, you learn to pick up your tired crew during a performance. When you see an ally within 30 feet of you that is reduced to 0 hit points but not killed outright, you can use your reaction and expend a use of your Bardic Inspiration. Your ally drops to 1 hit points instead and restores hit points equal to a Bardic Inspiration roll plus your Charisma Modifier. You can use this feature once every long rest.
     
    [Let the Show Begin!]
    At 6th level, you begin learn to set the mood of the show as you allow the participants focus on a singular performance. You learn the darkness spell and the spell count as a Bard spell for you, but they don't count against your number of spells known. Once per short rest when you cast the Darkness spell and target a space on the ground, you increase the size of the spell's sphere to a 25-foot-radius and two creatures of your choosing can see through the darkness created by the spell. Additionally, a silvery beam of pale light shines down in a 50-foot-high cylinder appears and follows a creature of your choosing, illuminating through the darkness. The creature gains advantage on Performance checks, all other creatures can see it through the darkness and attacks you make against it has advantage. When the creature leaves the area of darkness, the beam of light dissipates. During your next turn, you can use your bonus action to choose a new creature for the beam of light to follow. The number of other creatures that can see through the darkness created by this spell is increased to two at 10th and three at 14th.
     
    [Encore, Encore!] At 14th level, you learn to make your inspiration last longer and leave a more impressionable mark. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, they gain another roll of Bardic Inspiration but its die is two size smaller. For example, if the creature rolled a d12, they gain a d8 then a d4 and finally the die is expended.  

Inspiring Show

At 3rd level, you learn to inspire action in your crew when you speak. After an ally gains one of your Bardic Inspiration die, they can immediately use their reaction to make one weapon attack against a creature of their choice. Additionally, you gain proficiency in Performance skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with this proficiency.

The show must go on!

At 3rd level, you learn to pick up your tired crew during a performance. When you see an ally within 30 feet of you that is reduced to 0 hit points but not killed outright, you can use your reaction and expend a use of your Bardic Inspiration. Your ally drops to 1 hit points instead and restores hit points equal to a Bardic Inspiration roll plus your Charisma Modifier. You can use this feature once every long rest.

Let the show begin!

At 6th level, you begin learn to set the mood of the show as you allow the participants focus on a singular performance. You learn the darkness spell and the spell count as a Bard spell for you, but they don't count against your number of spells known. Once per short rest when you cast the Darkness spell and target a space on the ground, you increase the size of the spell's sphere to a 25-foot-radius and two creatures of your choosing can see through the darkness created by the spell. Additionally, a silvery beam of pale light shines down in a 50-foot-high cylinder appears and follows a creature of your choosing, illuminating through the darkness. The creature gains advantage on Performance checks, all other creatures can see it through the darkness and attacks you make against it has advantage. When the creature leaves the area of darkness, the beam of light dissipates. During your next turn, you can use your bonus action to choose a new creature for the beam of light to follow. The number of other creatures that can see through the darkness created by this spell is increased to two at 10th and three at 14th.

 

Encore, Encore!

At 14th level, you learn to make your inspiration last longer and leave a more impressionable mark. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, they gain another roll of Bardic Inspiration but its die is two size smaller. For example, if the creature rolled a d12, they gain a d8 then a d4 and finally the die is expended.

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