Bard
Base Class: Bard

Bards of the College of Collaboration believe that their craft is not solely centered on themselves, but emanates into those around them. By magically cooperating with their teammates, these bards can provide a variety of tools to the party to assist them in battle.

Bonus Proficiency

When you join the College of Collaboration at 3rd level, you gain proficiency with medium armor.

Create Duet

At 3rd level, you reach out to your allies to create a magnificent duet. You can use a bonus action to expend one use of your Bardic Inspiration and roll on the Duet table using your Bardic Inspiration die to determine the duet you create with your target. The duet remains in your mind until you bestow the duet's effect or you finish a short or long rest.

You can use an action to choose one creature other than yourself that you can see within 50 feet of you to be the target of the duet's effect. Once you do so, you can't bestow the duet's effect again until you roll it again.

You can retain only one of these duets in mind at a time, and rolling on the Duet table immediately ends the effect of the previous duet.

Duet
Bardic Insp. Die Duet Created
1 Duet of the Pals. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
2 Duet of Protection. The target gains a +2 bonus to AC until the start of your next turn.
3 Duet of Health. The target regains hit points equal to one roll of your Bardic Inspiration die + your Charisma modifier.
4 Duet of the Switcheroo. The target can immediately use its reaction to swap places with you. Alternatively, it may choose to swap places with a different willing creature within 15 feet.
5 Duet of the Savior. The target gains advantage on all saving throws until the start of your next turn. Additionally, the target may impose disadvantage on the next attack made against it.
6 Duet of Swag. Until the start of your next turn, being within 5 feet of a hostile creature doesn't impose disadvantage on the target's ranged attack rolls. Additionally, the range of the target's melee attacks increases by 5 feet. 
7 Duet of Escape. The target may immediately move up to half their movement speed. This movement does not provoke attacks of opportunity. 
8 Duet of Reflection. Until the start of your next turn, any creature that hits the target with a melee attack takes force damage equal to two rolls of your Bardic Inspiration die. 
9 Duet of Flight. The target gains a flying speed equal to their walking speed until the start of your next turn. 
10 Duet of Speed. The target's movement speed increases by 15 feet until the start of your next turn. Additionally, the target's movement is unaffected by difficult terrain. 
11  Duet of Invisibility. The target becomes invisible until the start of your next turn.
12 Duet of Resistance. The target gains resistance to all damage until the start of your next turn. 

Improved Bardic Inspiration

At 3rd level, you gain additional uses of your Bardic Inspiration. You may now use your Bardic Inspiration feature a number of times equal to your Charisma modifier + your proficiency bonus.

New Idea

At 6th level, your allies gain the ability to influence your duets. When you target a creature with an effect from your Create Duet feature, it may choose to disregard the initial roll on the Duet table and roll again. They must use the effect of the second roll.

This feature may be used a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a long rest.

Improved Duet

At 14th level, you have learned to incorporate more creatures into your duets, gaining the ability to create trios instead. When you bestow an effect from your Create Duet feature, you may target an additional creature. If one creature wishes to re-roll on the Duet table, it may do so, using the result of the second roll. However, if both creatures wish to re-roll on the Duet table, only one roll is made, and both creatures use the result of the second roll.