Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): dancing lights, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, feather fall, sleep, thunderwave
2nd level (3 slots): invisibility, shatter, darkvision, misty step
3rd level (3 slots): water walk
4th level (3 slots): greater invisibility
5th level (2 slots):seeming
6th level (1 slots): mass suggestion
7th level (1 slots): teleport, regenerate
8th level (1 slots): power word stun
Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
Mantle of Majesty (1/Hour). At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
Unbreakable Majesty (1/Short Rest). 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 17). 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.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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