Bard: College of Glamour
Original Source: Xanathar's Guide to Everything
Mantle of Inspiration
3rd-level College of Glamour feature
You gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Spellcasting ability modifier (minimum of one). Roll your Bardic Inspiration die, and each of them gains a number of temporary hit points equal to 2 times the number rolled on the Bardic Inspiration die, and then each of them can use its reaction to move up to its speed, without provoking opportunity attacks.
Beguiling Magic
3rd-level College of Glamour feature
You know the Charm Person and Mirror Image spells. They don't count against your spells known or reserved. Additionally, you can harness your seductive fey magic in one of two ways:
- Enchanting Illusions. Immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Enthralling Performance. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use either benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).
Mantle of Majesty
6th-level College of Glamour feature
You gain the ability to cloak yourself in a fey magic that makes others want to serve you. You always have the command spell prepared. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of the feature by spending 3 mana.
Magical Inspiration
6th-level College of Glamour feature
Also at 6th 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.
Unbreakable Majesty
14th-level College of Glamour feature
Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty. On a successful save, the attack hits as normal, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can't do so again until you finish a short or long rest.