Base Class: Bard
Behind every great Bard is an even better Manager...
Managing the life and career of a Bard is an ordeal to say the least. Doing so takes a a unique individual who understands business, and is intimately familiar with the life of a bard. Bards don't start out planning to be a manager, they fall into it out of necessity. When they prove themselves adept, other bards take notice and seek their help. Eventually they find themselves performing less and less managing more and more, and soon they're not performing at all. They'll occasionally sit in on a jam session with the bards they manage, but less for themselves and more to keep up a good rapport with their clients.
A skilled manager can mediate disputes between band mates, talk down an angry tavern owner, keep their clients out of jail, and get them to their next gig on time.
Settling Words
3rd-level College of Management feature
You can spin words laced with magic that settles creatures in the midst of conflict . As a bonus action, you can expend one use of your Bardic Inspiration and choose one two creatures that are hostile towards each other that you can see within 60 ft. You and both creatures make an immediate Charisma Saving throw. The creatures must subtract the number rolled from their saving throws, and you may add the number to your own.
Golden Tongue
3rd-level College of Management feature
You are a master at saying the right thing at the right time to get the best deal for your charges. When you make a Charisma (Persuasion) or Charisma (Deception) when you are negotiating rates on behalf of your charges you can treat a d20 roll of 9 or lower as a 10.
Avoid Trouble
6th-level College of Management feature
You are keenly aware when one of your clients is doing something they shouldn't be and have developed the ability to distract or redirect the focus of suspicious creatures. When a creature you can see within your range of movement is attempting to perceive your client's activities you can immediately move up to your speed and momentarily distract the creature, forcing them to reroll their perception, insight or investigation roll that was directed at your client.
You can do this a number of times equal to your proficiency modifier. You regain expended uses of this ability after a long rest.
Universal Speech
6th-level College of Management feature
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.
Inspire Audience
14th-level College of Management feature
When you successfully inspire a client or clients, the power of your inspiration can now spread to creatures that can hear your client. When a client within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage the audience that can hear, and are within 60 feet of your client. Your encouragement equals a roll of your inspiration die (without causing a use of the die) towards a positive reaction to your client.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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