Bard
Base Class: Bard

These Bards are well traveled, and are extremely worn from experiencing everything terrible about the world they live in. These bards tend to have extreme trust issues, and use their vast experiences to teach other people around them about the horror's of the world.

Some teach that although people will eventually fail, no matter how badly, it could be worse. That for every mistake you make someone has, had, or will, fail even more spectacular, and the best thing you can do, is learn from those mistakes so that you will not repeat them.

Some believe that the greatest mistake a mortal can make, is letting another person control their life. These people believe that the true horrors of the world are man-made, and that the only way to correct these mistakes, is to wipe out the monster, and all those who made them.

Some simply want to heal their broken souls and repent the actions they have made in the past. These bards wander around, gathering those people who have been similarly broken by the world, so that they can heal them, and hopefully save themselves in the process. 

Learn from my mistakes

Whenever a creature within 30 feet of you fails an ability check or saving throw that your are proficient in, you can use your reaction to have them immediately try again,
You can choose to expend a Bardic Inspiration to add your Charisma modifier to the roll, this must be declared before the roll is made.

Mistakes have Consequences

When a creature that can understand you within 30 feet misses an attack, or fails an ability check or saving throw, you can use your reaction to expend your bardic inspiration die to deal physic damage equal to the roll plus your Charisma modifier.  (minimum of 1) 

Even the teacher makes mistakes

At the end of a short or long rest, you can choose to spend a number of bardic inspiration dice and choose any of the following.

If you spend 1 dice, pick a number of creatures up to your charisma modifier. These creatures become proficient with a skill that you are proficient in. This lasts until the next short or long rest.

If you spend 2 dice, pick a number of creatures up to your charisma modifier. These creatures can choose to use your charisma modifier for ANY check that you are proficient in. This lasts until the next short or long rest.

If you spend 3 dice, pick a number of creatures up to your charisma modifier. These creature can add 1d4 to any check that you are proficient in. This lasts until the next short or long rest.

If you spend 4 dice, pick a number of creatures up to your charisma modifier. These creatures have advantage to any check you are proficient in. This lasts until the next short or long rest.

If you spend 5 dice, pick a number of creatures up to your charisma modifier. These creatures have expertise in any check you are proficient in. This lasts until the next short or long rest.

Mistake Pave the Way for Success.

Starting at 14th level, whenever you miss an attack or fail an ability check or saving throw, you can spend your reaction to immediately gain a bardic inspiration die.

This feature can be used a number of times equal to half your bardic level, and you can never have more bardic inspiration die then your Charisma modifier.

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