You play a special tune specifically for a creature you are allied with. This creates a magical connect between both creatures. Choose one of the following effects.
Tune of the Savior - While this tune is active, you may add your charisma modifier to the AC of the creature you connect with. Any time that creature takes damage, you receive half of the damage as well.
Tune of the Warrior - While this tune is active, each time the creature you are connected with deals damage, you may add your bardic inspiration die to the damage as force damage (does not use the die, just the same die type). Each time you take damage, you take an additional 1d4 force damage.
Tune of the Dancer - While this tune is active, you have an increased movement speed of 15 ft. The creature you are connected with has their movement increase by 15 ft and creatures do not get to take opportunity attacks for leaving their combat space.
Tune of the Magician - While this tune is active, the creature you are connected with may use your spell slots to cast one of their spells. Doing so use a spell slot of twice the level the spell would normally cost. I.E. Charm Person would spend a bards second level spell slot.
Tune of the Survivor - While this tune is active, the creature you are connected with gains temporary hit points equal to the maximum number of your bardic inspiration die and has advantage on saves to maintain concentration. You have disadvantage on saves to maintain concentration.
While this spell is active, you must continue to use your bonus action to maintain the spell and cannot make weapon attacks. You may switch the tune being played on by using a bonus action. You may end this spell as a free action.
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