Bard
Base Class: Bard

Bards of the College of the Mariachi make striking figures. They sparkle in the spotlight, especially when two or more of them harmonize strumming fingers and toe-tapping beats. When a song particularly speaks to them, they might be overcome with an urge to shout. These cries, called gritos, are often vocalized as a loud, “Ayyyyyy-ay-ay-ay!” Allies can’t help but feel inspired when they hear the joyful shout of a College of the Mariachi musician.
Not only can these bards wield harmonies and emotions like weapons and armor, members of this college are renowned for their prowess with lariats. They’re capable of spinning ropes with dizzying speed. Bards of the College of the Mariachi are also famous for their horsemanship because of the supernatural steed often found at their side. They embark on long rides together to perform in towns along the road they’re following, honing both their survival and showmanship.

This subclass is an homage to two iconic aspects of Mexican culture, the mariachi and the charro. Mariachi bands play rousing songs with the beautiful harmony of trumpets, violins, vihuela, guitarróns, and voices. Their elaborate clothing is inspired by the charros, Mexican horse riders. Charros are famous for their impressive rodeo skills, including roping and dressage.

Grito

You can expand the range of your Bardic Inspiration. Proudly sing your grito, which is audible up to 300 feet from you, to give a creature Bardic Inspiration.

Bonus Proficiencies

When you join the College of the Mariachi at 3rd level, you gain proficiency in Animal Handling and Survival.

You also gain proficiency with the trumpet, violin, and guitar, and can use the instrument as a spellcasting focus for your bard spells.

Resounding Refrain

3rd-level College of the Mariachi feature
Starting at 3rd level, your musical performance sways other performers. As an action, your Resounding Refrain grants an AC bonus of +1 to a target of your choosing as long as you are performing and the target can hear you. Using a bonus action or reaction, or becoming incapacitated, ends the effect. Any other PCs can join in the performance as an action, Using a bonus action or reaction, or becoming incapacitated finishes their performance.  The AC bonus is increased by one for each PC performing with you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Spectral Serenade

Your equestrian mastery has strengthened into a spiritual form. You gain access to the spell find steed without the paladin class requirement. At 6th level, your horsemanship is awe inspiring to those who see you perform.

You can influence your companions’ bravery with your bardic dressage with your summoned steed. When you expend one of your uses of Bardic Inspiration and dance with your steed, choose up to six friendly creatures who can see and hear you and your steed. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feature again until it has finished a long rest.

Bedazzling Ballad

14th-level College of the Mariachi feature

You are a world-class performer who can move audiences to tears of joy or sorrow. Starting at 14th level, you can instill emotions in your audience by singing, dancing, or playing an instrument for at least ten minutes. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Charisma saving throw against your spell save DC or be charmed by you; a creature can choose to fail this saving throw if it wishes. While charmed in this way, the target experiences a strong single emotion of your choosing such as feeling happy, sad, proud, romantic, or heartbroken. You must declare the emotion before you begin your performance. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

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