Base Class: Bard
While most bards are naturally skilled musicians, singers, or storytellers, some gain their talent through more nefarious means. Known informally as the College of the Crossroads, this organization is named for the traditional location where such mortal bargains are made. An agreement with a devil, demon, or other denizen of the lower planes is but the start
of such a bard's quest for personal power and fame.
Infernal Musician
You have gained strange and sinister skills at the Crossroads. When you join this College at 3rd level, you gain proficiency in the Performance skill and you learn to speak, read, write, and sing in Infernal, the language of Devils.
In addition, whenever you make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check that incorporates Infernal speech or lyrics you gain a bonus to your roll equal to your bardic inspiration die.
Forbidden Arcana
Your nefarious dealings with the lower planes have granted you access to dark and wicked magics. Starting at 3rd level, when you learn a bard spell you can choose the new spell from either the warlock or the bard spell list. Any spell you learn from this feature becomes a bard spell for you.
Eldritch Recovery
Beginning at 6th level, you can draw upon the dark arts to regenerate your magical potential, much as a warlock does. When you finish a short rest, you can regain one expended bard spell slot. The level of the spell slot you recover cannot exceed your Charisma modifier (minimum of 1st-level).
If you use this feature during a short rest then both you and your allies do not gain the benefits of your Song of Rest.
Otherworldly Virtuoso
You have come to master the Infernal power that flows within you. Beginning at 14th level, when you cast a bard spell with a verbal component you can expend a bardic inspiration to enhance the spell in one of the following ways:
Emboldening Melody. If the spell restores hit points, one target regains additional hit points equal to your Charisma modifier. All targets of the spell have advantage on the first attack roll, ability check, or saving throw they make.
Infectious Tune. If the spell requires concentration, you have advantage on the first Constitution saving throw you make to maintain concentration on the spell.
Resounding Note. If the spell deals damage, you can choose for it to become thunder damage. Large or smaller creatures effected by the spell must make an (additional) Strength saving throw. On a failed save, they fall prone.
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