Bard Talents: Adventuring Tricks

Bewitching Companion

You have advantage on Charisma checks made against creatures you have travelled with for at least a number of days equal to 7 - your proficiency bonus.

COMPOSITION TALENT

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ORATION TALENT

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GAME OF CHANCE TALENT

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Cajole

Prerequisite: Bardic Inspiration
When you expend one of your bardic inspiration dice, you may take the Influence action as a part of the same action.

Dance Partner

Prerequisite: Proficiency in the Dance Performance Art
Once per turn, you can grapple a friendly creature in your reach using your object interaction. If you use two hands to grapple a friendly creature, and you are grappling no other creatures, you do not have the Slowed condition while moving.

Heroic Flashback

Prerequisite: Bardic Inspiration
When you or a creature holding one of your bardic inspirations rolls a natural 1 on an attack roll, they can expend their Bardic Inspiration to negate the automatic failure, roll the Bardic Inspiration die, and add half of the result to their roll.

Instruments of Destruction

Prerequisite: Proficiency in the Instruments Performance Art
Instruments you are wearing or carrying count as martial weapons you are proficient with made of adamantium. If the instrument is magical, it is a magical weapon with bonuses to attack and damage rolls based on the item's rarity (Uncommon +1, Rare +2, Epic +3).

Inspirational Interjection

Prerequisite: Bardic Inspiration
When another creature within 60 feet of you that can see or hear you fails a d20 test, you can use your reaction to give the creature a bardic inspiration die. The creature immediately rolls that die and adds the number rolled to the d20, potentially turning the failure into a success.

Marching Song

When travelling, you and allies within 30 feet of you increase their speed when calculating Travel Pace by 10 feet. Your party cannot use Stealth while traveling in this manner.

Showoff

When you succeed on a Strength, Dexterity, or Constitution check to accomplish an impressive feat or overcome an obstacle, such as leap over a chasm, balance on a tightrope, or drink large amounts of alcohol, a number of allies equal to your proficiency bonus gain advantage on the same check made to overcome the same obstacle.

Sly Confidant

When you succeed on an opposed Intelligence, Wisdom, or Charisma check, you gain advantage on your next opposed Intelligence, Wisdom, or Charisma check against the same creature.

Song of Rest

Prerequisite: Bardic Inspiration
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 spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains extra hit points. The amount of extra hit points equals your Bardic Inspiration die.

Street Performer

You gain proficiency with a performance art of your choice. Whenever you earn money from a performance, you gain twice as much.

Townie

As long as you have a positive reputation in a town or city, creatures waive the costs of goods and services up to a gp cost equal to your proficiency bonus (or twice your proficiency bonus if you have expertise in Performance). Some services more expensive than this threshold have their costs reduced in price by a percentage equal to your proficiency bonus (or twice your proficiency bonus if you have expertise in Performance).

Triathlete

Prerequisite: Proficiency in Sports Games
You gain a climb speed and a swim speed equal to your walking speed. If you already have either of these speeds, your movement speed increases by 5 feet for each one you already have.

Requires 7th Level

Improvisation

Prerequisite: 7th level, Battle Hymn
If you used your action to perform a Battle Hymn on your last turn, you can use your bonus action to weave a second Battle Hymn into your first and maintain both until the end of your next turn. You can maintain this Improvised Battle Hymn on subsequent turns, but if you ever use your bonus action for anything else, the Improvised Battle Hymn is lost.

Requires 9th Level

Mystic Resonance

Prerequisite: 9th level
When you or a companion that can hear you casts a ritual spell, its duration is doubled and it affects twice the usual number of targets.

Renaissance Man

Prerequisite: 9th level, Universal Secrets
Choose a class. Whenever you learn a new bard Adventuring Trick or replace an existing one, you can choose from the adventuring talents of this class.

Requires 10th Level

Jack of One Trade

Prerequisite: 10th level, Mage or Warrior Classical Archetype, cannot have Metamagic Trick or The Pen's Companion
Choose one of your ability scores. you can add half your proficiency bonus, rounded down, to any ability check you make using the chosen ability score that doesn't already include your proficiency bonus.

Metamagic Trick

Prerequisite: 10th level, Scoundrel or Warrior Classical Archetype, cannot have Jack of One Trade or The Pen's Companion
You learn one minor Metamagic option from the Sorcerer class.

The Pen's Companion

Prerequisite: 10th level, Mage or Scoundrel Classical Archetype, cannot have Jack of One Trade or Metamagic Trick
You gain proficiency with martial weapons and medium armor and shields. If you are already proficient with one or the other, you learn a first degree maneuver of your choice from any school for each one. You may use either of these maneuvers without spending focus a number of times equal to your spellcasting ability modifier equal, and you regain these uses when you finish a long rest.

Requires 11th Level

Multi-Faceted

Prerequisite: Level 11, Improved Bardic Speciality
Choose a second option from the Bardic Speciality class feature. You gain the benefits from it, but not from its Improved Bardic Speciality, and you cannot use them both at the same time.