Bard
Base Class: Bard

College of Funk bards are noted for their flashy and energetic nature. They tend to be the life of any party, and provide a musical sound unmatched by other bards. They dress flamboyantly, always standing out in a crowd. College of Funk bards are generally very relaxed in personality, and can stand as the voice of reason in a group dispute. Before combat, a College of Funk bard would rather negotiate with the enemies, before attacking them. They are known to be friendly and charismatic, and their voices are soulful and calm, making anyone who talks to them feel welcome.

Good Vibes

At level 3 when you choose this subclass, your words become enchanted with a soothing aura. People communicating with you are easier to persuade or calm down. When you make a roll to charm a creature within 20 feet of you, you have advantage on that roll. The creature must be able to hear you, but it need not understand you. If you are using a spell to charm it, it has disadvantage on the saving throw.

Self-Made

Additionally at 3rd level, you can expend one of your Bardic Inspiration die and add it to your own attack roll, damage roll, saving throw, or ability check.

Soulful Spellcaster

At 6th level, you can expend one of your Bardic Inspiration die to regain a number of spell slots equal to the number rolled on the die. You must finish a short or long rest before you can use this feature again, and you cannot regain slots higher than 5th level.

Funky and Fresh

At 14th level, you can use your bonus action to try and charm a creature you can see. That creature must pass a Charisma saving throw against your Spell Save DC. The creature must be able to hear you, but it need not understand you. If you succeed, the creature is charmed by you for the remainder of the day. If it was hostile to you before being charmed, it will no longer view you as an enemy unless you attack it again. If it was your ally before being charmed, it will remain the same. The creature gains no benefit or detriment to its roll based on whether you are hostile or friendly to it, however, penalties or benefits may be magically imposed upon it, or if it has a special feature. You can use this feature a number of times equal to your Charisma modifier, before you must finish a long rest before regaining its expended uses. 

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