Base Class: Bard
Bards of the Fey Narrative variety are bards by force--not by choice. Tossed recklessly into the depths of arcane happenings by a fey charm or hex from birth for the sake of the entertainment of the fae folk. Fae folk who spend their time and energy scrying upon this unfortunate soul--one forever cursed to be a source of entertainment for their unseen and faraway masters.
Silver Tongue
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Distracting Presence
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Mantle of the Feywilds
When you join the College of Fey Wanderer at 6th level, you gain the ability to weave fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains temporary hit points equal to a roll of your bardic inspiration die plus Charisma modifier. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The caster can spend an action to trigger this effect again, a number of times equal to his Proficiency modifier.
Unbreakable Majesty
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, as a bonus action, you can assume a magically 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 Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
Previous Versions
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