-----------------------------------------------------------
Wild Magic Blood: Whenever you take 20 damage or more, or when you are critically hit, roll on the Wild Magic Surge table to determine its effects.
-----------------------------------------------------------
Human Determination
When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this ability equal to your prof mod, you can't use it again until you finish a long rest,
-----------------------------------------------------------
We were to born to inherit the World
When you are killed or fail all death saves, you become immune to all damage and cannot go below 1 hit point until the end of your next turn. This expends one of your human determination.
-----------------------------------------------------------
Star Sign: Noose of Confinement
With the power to ensnare and restrain your enemies, you can invoke Noose of Confinement through your Channel Divinity. You cast the rope trick spell, creating a magical extradimensional space accessible through a length of rope.
Additionally, if an enemy creature is within 5 feet of the rope trick's entrance, you can use your bonus action to activate the Noose of Confinement. The targeted creature must make a Dexterity saving throw against your spell save DC, using your highest spellcasting ability if not a cleric. On a failed save, the creature becomes ensnared by a noose that tightens around its neck, causing 2d8 bludgeoning damage at the start of each of its turns and restraining it.
At the end of the creature's turn, it can attempt another Dexterity saving throw to break free from the noose, or an ally can use their action to attempt to break the rope, releasing the creature from its confinement.
-----------------------------------------------------------
Merchant Family
You gain the find familiar spell, the spellcasting is your highest mental modifier.
You gain proficiency in persuasion, If you already have this proficiency, you instead gain proficiency in another charisma skill.
You start with an additional 100gp, and gain 50gp every long rest.
-----------------------------------------------------------
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
-----------------------------------------------------------
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
-----------------------------------------------------------
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
-----------------------------------------------------------
Magical Inspiration
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
-----------------------------------------------------------
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit
-----------------------------------------------------------
School of Sisters
Select a digit from the range of 0 to 5. Opting for a number between 1 and 5 results in the manifestation of said numeral upon your body in a location of your preference. Should you opt for 0, a flower of your design will adorn your eye instead of a numeral (Once you have chosen this number you cannot go back).
The chosen numeral dictates the specific benefits you would receive from the following options;
Three: You gain proficiency with War Pick & Weavers Tools, you can use Weavers Tools as weapons and they count as War Picks for the purpose of attacks. Once per long rest, you can use your Weavers Tools to create a Homunculus Servant, you can only have one out at a time.
Four: You can use CHA instead of STR for the attack and damage rolls of your unarmed strikes, your unarmed strikes can deal bludgeoning damage equal to Bardic die+ your STR/CHA modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the damage becomes double your Bardic Die + your STR/CHA. In addition, after talking to creatures for 1 minute you can determine whether a creature is Good, Neutral, or Evil.
-----------------------------------------------------------
Intoner's Song
As a bonus action, you can commence singing an ancient, forgotten tune for 1 minute or until you end it as a bonus action. Your physical form shrouds itself in the harmonies of this melody. Creatures attempting to strike you do so at a disadvantage, while your spell attacks and weapon attacks against creatures who can perceive your song are made with advantage. Furthermore, if your hit points are reduced to 0, you may expend a use of Bardic Inspiration to instead regain 1 hit point.
You also gain an additional feature depending on the Number you choose from School of Sisters;
Three's Vitality: You leave ethereal threads of magical rope and thread in your wake as you move. These threads linger for as long as the Intoner's song is active or a creature is restrained in that space. Any creature entering this area or starting its turn there must succeed on a Strength saving throw or become restrained until the start of its next turn. Additionally, as a reaction in response to a missed melee attack against, you can manipulate the threads to restrain the attacker. The creature must succeed on a Strength saving throw or become restrained until the start of its next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Four's Ferocity: When you score a critical hit with a weapon or unarmed attack, the target must succeed on a Constitution saving throw or be stunned until the end of its next turn. Furthermore, if a creature misses an attack roll against you, your body adjusts to their strikes and allows you to use your reaction to gain +2 to your AC against that creature for the remainder of Intoner's Song. This bonus can stack up to a maximum of half your Bard level at a time.
-----------------------------------------------------------
Intoners Guardian
At 3rd level, your connection to the mystical forces of Intoner's Song grants you a celestial or fey creature as a loyal companion. This entity, known as your Guardian, is a manifestation of the harmonious energies you wield and the ancient song.
As an action, you can summon your Guardian. The creature appears in an unoccupied space within 30 feet of you. The Guardian remains until you use this feature again, is reduced to 0 hit points, is dismissed as a bonus action or you die. Anything the Guardian was wearing or carrying is left behind when the Guardian vanishes.
The Guardian is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Guardian stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the Guard, its appearance and features are determined by the number you choose from School of Sisters.
In combat, the Guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an Action or Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Guardian can take any action of its choice, not just Dodge.
Once you summon the Guardian, you can't do so again until you finish a long rest, unless you expend a bardic inspiration to summon it again.
-----------------------------------------------------------
Rune Shaper x2
Prerequisites: Spellcasting Feature or Rune Carver
You've studied the magic of Giant runes, granting you the following benefits:
Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.
Dragon Rune: Chromatic Orb
Death Rune: Inflict Wounds
-----------------------------------------------------------
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
-----------------------------------------------------------
Intoner's Presence
At 6th level, your connection to the ancient song deepens, allowing you to infuse your Bardic Inspiration with it. Whenever a creature makes a roll with your Bardic Inspiration die, you can choose to add your Charisma modifier to the result.
In addition, whenever you would kill a creature you regain hit points equal to your Constitution modifier plus Charisma modifier as you absorb their song.
Your intoner’s Guardian is now Medium size, and can change size as an action between Small or Medium.
-----------------------------------------------------------
Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
-----------------------------------------------------------
Features & Traits