Bard
Base Class: Bard

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Arcanic Proficiency

When you first choose this subclass, you learn one cantrip from any spell's class list. This counts as a Bard cantrip for you, but does not count against your number of Bard Cantrips. 

Additionally, you gain proficiency in two of the following skills: Arcana, Investigation, Insight, History, Medicine.

Influencing Auras

Starting at 3rd level, you can use your Bardic magic to subtly influence the area around you and grant yourself and others powers. A list of auras is detailed below, which you may select two of at 3rd level, and another one at 9th level, and a fourth at 15th level, provided you meet the level requirement, and every time you level up may switch out one of your auras with another when you level up. You may switch between which aura is activate as an action, and may only have one aura active at one time. 

Aura of Impeding

While this aura is active, the area within 10 feet of you is considered difficult terrain for hostile creatures. This extends to 15 feet at 6th level, and 20 feet at 14th level.

While this aura is active, you may block incoming attacks from enemies against allies within your aura. While this aura is active, you may cast the Shield and cast it at will on anyone within your aura, however it only grants a +2 to AC. At 8th level you learn the [Tooltip Not Found] and can cast it at will on anyone within your aura as a 1st level spell. At 13th level you learn the Counterspell spell.

Aura of Invigoration

While this aura is active, you and creatures of your choice within 15 feet of you have their walk speed boosted by 5 feet. At 6th level this applies to climbing and swimming speed. At 14th level this boost increases to 10 feet.

Additionally, as an action you may inspire a number of creatures within 15 feet of you and prepare them for battle. Those creatures may add 1d4 to any initiative rolls they make within the next 10 minutes. This increases to 1d6 at 6th level, and 1d8 at 14th level. If you use this feature while previous effects still linger, those effects fade.

Aura of Charming

While this aura is active, hostile creatures within 10 feet of you have disadvantage on attack rolls against you while you are within 10 feet of an ally.

Additionally, when you cast a spell that attempts to charm one creature, you may target another creature within 10 feet with the same spell. At 6th level, you may target another creature within 20 feet. At 14th level, this reaches out 30 feet.

Aura of Restoration

While this aura is active, when you cast a spell that restores hit points the minimum hit points you can restore is half of the maximum possible die roll(rounded down) plus your Charisma modifier. For example, if you have a Charisma of 16 cast Cure Wounds as a second level spell, the minimum hit points you can restore is 11(4+4+3).

Additionally, when a creature within 20 feet of you regains hit points from a spell , they regain additional hit points equal to the spell slot's level. At 6th level, this increases to 30 feet, and at 14th feet this increases to 40 feet.

Aura of Calming (Requires 6th level)

While this aura is active, you have advantage on Charisma(Persuasion) checks in order to dissuade a creature's emotions within 10 feet of you. At 14th level increases to 15 feet.

Also, when you cast a spell on a creature in an attempt to charm them, they do not get advantage on their saving throw as a result of being in combat on you.

Aura of Manipulation (Requires 6th level)

While this aura is active and you cast a spell that requires a saving throw, you may expend one use of your Bardic Inspiration and subtract it from the saving throw one creature within 45 feet makes against your spell. You may use this after they make the roll, but before the DM announces the outcome. At 14th level the range increases to 60 feet.

Additionally, you have advantage on attack rolls against charmed and frightened creatures while this aura is active.

Aura of Enraging (Requires 6th level)

While this aura is active whenever you and any friendly creatures within 10 feet of you makes an attack roll, that attack is a critical hit on a roll of 19-20. At 14th level, the attack roll is considered a critical hit on a roll of 18-20.

Additionally, while this aura is active, any creature that has your Bardic Inspiration die may expend it to add it to a damage roll.

Aura of Venom (Requires 14th level)

While this aura is active, once per round, any time you cast a spell on a creature within 30 feet of you that requires a saving throw, they take a penalty to their saving throw equal to half your proficiency bonus rounded down. 

Additionally, anyone you may expend a use of your Bardic inspiration, or anyone with your Bardic Inspiration die may expend it, to deal an extra 2d12 poison damage when they roll for damage on an attack.

Aura of Vitality (Requires 14th level)

While this aura is active, any creatures within 15 feet of you may add your Charisma modifier to a saving throw they make.

Additionally, creatures within 15 feet of you gain the benefits of rolling a 20 on a death saving throw on a roll of 18-20. 

Aura of Possession (Requires 14th level)

While this aura is active, you and friendly creatures within 20 feet of you ignore nonmagical difficult terrain.

Additionally, once per long rest, as an action you may attempt to curse a creature within 60 feet of you. That creature must make a Charisma saving throw against your Bard spell save DC or be possessed by you. This effect lasts 1 minute and ends if this aura is disabled.  While you are possessing a creature your speed is halved and you cannot cast spells of 1st level or higher. On each of the possessed creature's turns, you may determine how it spends its movement at the start of its turn, and cause it to randomly attack someone within its range. You may not cause the possessed creature to place itself directly into danger, such as throwing itself into fire or smash a pillar that would cause the roof to cave in on it. If you or your companions attack the possessed creature, they may remake the saving throw, ending the effect on a success.

Quick Adept

At 6th level you have a better grasp on your bardic magic. You may now switch between your auras as a bonus action, instead of an action.

Additionally, you can quickly protect an ally of yours from a certain type of energy when they need it most. As an action, you may touch a creature and imbue them with a magical ward. Choose Acid, Cold, Fire, Lightning, Poison or Thunder damage. The creature has resistance to the chosen damage type for 1 hour. You cannot use this feature again until you finish a long rest.

Inspiring Ward

At 14th level, you can prepare for the worst of scenarios you may encounter. At the end of a long rest, you may swap your Dexterity saving throw proficiency for Strength, Constitution, Intelligence or Wisdom. This lasts until the end of your next long rest or until your use this feature again.

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