Bard Talents: Adventuring Tricks | Homebrew Directory
Bewitching Companion
You have advantage on Charisma checks made against creatures you have spent at least 8 hours with for at least a number of days equal to 7 - your proficiency bonus.
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.
Celebrity
Whenever you would buy something or try to convince someone to let you into a restricted area, roll 1d6. If you roll less than or equal to your Proficiency bonus, the merchant or guard recognizes you as a performer they admire, charges you nothing (or gives you a discount equal to twice your proficiency bonus with a Performance Art), and answers questions you might have. If you insist on paying for their services, their attitude towards you improves by one step, and they may offer you additional information about hot gossip or upcoming events that you might find interesting. The DM may ignore this ability for 24 hours. If they do, you gain 1 Wilpower.
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.
Genre Savvy
Prerequisite: Proficiency in the Composition Performance Art
By spending 1 minute studying a creature you can see, you can learn which of the 12 basic character archetypes the target is. You gain additional pieces of information based on the result:
Once you use this ability on a creature, you cannot do so again until 30 days have passed.
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 the result to their roll, potentially allowing them to hit still.
Hot Streak
Prerequisite: Proficiency in Games of Chance
You gain one Willpower whenever you roll a d20 test with advantage or disadvantage and roll the same result on both dice, or when you roll a d20 or d100 test and get the same number on the die as the last time you rolled a d20 or d100 test.
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
While traveling, you and a number of creatures you travel with equal to twice your proficiency bonus increase their travel pace by a number of feet equal to 10 x half your proficiency bonus. 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 or game of your choice. Whenever you earn money from a performance game, you gain twice as much money.
Triathlete
Prerequisite: Proficiency in Sports Games
You gain a climb speed and a swim speed equal to your speed. If you already have either of these speeds, your movement speed increases by 5 feet for each one you already have.
Unstoppable Voice
Prerequisite: Proficiency in the Oration Performance Art
Creatures under the Deafened condition can hear you, and you cannot be Silenced unless you physically cannot move your mouth.
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.
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 already have. You may use these maneuvers by spending mana instead of focus.
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.
