Bard
Base Class: Bard

It is with a well placed word or subtle intonement that bards of this college are able to evoke deep emotion within their enemies and allies. The spoken language is an artform and one little understood at that.

Lyricist bards wield a silver tongue and a quick-thinking wit as their weapons of choice. Such Lyricists are recognised for their bolstering charisma and debonair charm.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in either Deception or Persuasion. You also gain one extra language of your choice. This can rise to two if you forgo the earlier skill proficiencies offered by this feature.

Option a)

Proficiency in Charisma (Deception) checks and an extra Language of your choice.

Option b)

Proficiency in Charisma (Persuasion) checks and an extra Language of your choice.

Option c)

Proficiency in two extra Languages of your choice.

Invoke Emotion

Starting at 3rd level, you begin to affect the very core of those that hear your voice. When a creature who can hears your voice enters within 10ft of you, you can invoke one of the following emotions within them as a bonus action. On a failed Wisdom saving throw, made against your spellcasting DC, you can apply one of these effects to the target. This feature can only be used a number of times equal to your Charisma modifier (minimum of 1) before a short or long rest.
     - Joy, your enthusiasm and charming personality inspire feelings of joy and happiness in your allies. The target gains temporary hit points equal to your Bardic Inspiration die.
     - Depression, the target becomes dower from you bardic lament and takes Psychic damage equal to your Bardic Inspiration die.
     - Fear, the target suffers from the fear condition in relation to you until the end of your next turn.
     - Disgust, you can sew discord within the tightest of parties. Until the end of your next turn the target will refuse to offer aid in any form to their allies (DM's discretion).
     - Wrath, you can insight the fury of your enemy with a well placed insult. The target has disadvantage on all attacks not made on you until the end of your next turn.
     - Surprise, your distracting presence allows you advantage on the first melee and/or spell attacks made against the target before the end of your next turn. This bonus does not apply to any of your allies.

Adaptive Tongue

Starting at 6th level, as an action you can decipher any language you don't already know, as a result you gain advantage in charisma checks made to persuade or deceive people in their native language and gain rudimentary understanding of the target language. This effect ends after 5 minutes or until you make an attack action against the target or someone the target views as an ally (up to DM's discretion), whichever comes first.

Words of Might

Starting at 14th level, as a reaction you can cast the command spell at any level, using the appropriate spell slot. This feature must be used at the beginning of the targets turn and can only be done a number of times equal to your Charisma modifier (minimum of 1) before taking a short or long rest.

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