Base Class: Bard
True Bards are poets, entertainers, legal counselors, physicians, and teachers.
True Bards recite oral histories, are teachers, have magic (including prophecy or divination), and act as an entertainers. No one aspect among these is more or less important than any other. They have many more skills still. As observed by Rudyard Kipling in reference to a hypothetical poet of still earlier ages:
There are nine and sixty ways of reciting tribal lays,
And every single one of them is right!
Bards are highly sought after, and enforce their Right of Free Passage - the right to come and go as they please - with what is commonly referred to as The Ban. The Bardic Ban is a ban against all performances & bardic services upon the lands and holdings of any who violate this basic right.
A True Bard is a master of either harp or pipes, or even better - both! They can, of course, play many other instruments as well. They wear a symbol of their office in the form of silver or gold pipes or harp.
True Heart
When you join the College of True Bards at 3rd level, you gain expertise with Investigation & History, and can cast Zone of Truth 1 time per day per 3 levels of bard you have. You can use Charisma for Investigation & History checks.
Silver Tongue
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Performance) check, you can treat a d20 roll of 9 or lower as a 10.
Your poetry will be remembered through the ages. Your satire can destroy kings. Your songs capture hearts and minds.
Heart of Inspiration
At 6th level, your words and songs are so inspiring that they cannot fail. If a creature fails a roll using one of your Bardic Inspiration dice, they can keep the Bardic Inspiration die.
Speak to The Heart
At 6th level, your words and songs speak directly to the hearts of others and are intelligible to any creature. As a bonus action, you can choose a number of creatures up to a number equal to your Charisma modifier (minimum of one creature) who are within 60 feet of you. 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 short rest, unless you expend a spell slot to use it again.
Infectious Inspiration
Starting at 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature 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 a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
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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