Bardic Tradition

Orator

A master of spoken word who delivers powerful speeches and recitations, using rhetoric, eloquence, and magic to move and infleunce listeners.

 

Skilled Orator

You gain proficiency in one of the following skills: Deception, Performance, or Persuasion

 

Eloquent Speaker

You learn the influence cantrip.

In addition, once between short or long rests, you can have a creature automatically fail its saving throw against the influence cantrip.

 

Befuddling Wordplay

As an action, you can target a creature within 60 feet that can hear you. The target must succeed on an Intelligence saving throw or become confused until the end of your next turn. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

 

Inspiring Speech

Beginning at 10th level, you can use 1 minute to inspire your allies with an inspiring speech. When you do so, you expend one bardic performance die. When you finish your speech, you roll two bardic performance dice. Each creature that heard you inspiring speech for the full duration gains temporary hit points equal to the result of the roll + your Charisma modifier. These temporary hit points last for up to 1 hour.

In addition, while a creature has these temporary hit points, that creature can choose to forgo the remaining temporary hit points when it takes the attack action to grant itself advantage on all attack rolls until the beginning of its next turn.

 

Master Manipulator

At 14th level, you learn the following spells: charm monster, geas, modify memory and suggestion. You can cast each of these spells once between long rests without expending spell slot.

Further, when you cast an enchantment spell to charm one or more creatures, any creature that fails the saving throw remains unaware of being influenced by magic after the spell ends.