Talents of a Commanding Spirit

Commanding spirits stood so tall in life they refuse to kneel in the grave. These souls may have once been guard captains, mercenary leaders, conductors, governors, or royalty, but they are all the same in spirit. Perhaps they seek to regain the honor they lost in life, or perhaps they seek amends for a lost promise they made while in command. These spirits guide you with their charms and charisma, providing you a token of their presence to aid them.

Charismatic Soul

You gain proficiency in two Charisma skills of your choice. Whenever you use either skills, you can use your Wisdom modifier rather than your Charisma modifier.

Initiate Captain Magic

Choose two cantrips and one 1st level spell from the Bard spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Undying Heroism

You treat the Heroism spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day. You can cast this spell without expending a spell slot, regaining the ability to do so after finishing a long rest.

If you cast this spell on a frightened creature, they also regain hit points equal to your spellcasting modifier.

Chief's Resolve

Damage can't break your concentration on spells, so long as these spells only targets friendly creatures other than you.

Order from the Grave

Prerequisites: 5th level
You treat the Suggestion spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day.

You can cast this spell once without expending a spell slot. Once you have done so, you can't do so again until you finish a long rest.

Improved Captain Magic

Prerequisites: 5th level
Choose two 2nd level spells from the Bard spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Pinpoint Weakpoints

Prerequisites: 5th level
You can take the Help action as a bonus action.

Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, if your aided ally can see or hear you. If you Help a creature in this way and they hit their target, you can’t target them with this feature again until you finish a long rest.

Greater Captain Magic

Prerequisites: 9th level
Choose two 3rd level spells from the Bard spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Chief's Support

Prerequisites: 9th level
When casting a spell with a range of touch, you can instead increase its range to up to 60 feet, so long as the spell's target is a friendly creature.

Voice of the People

Prerequisites: 9th level
You understand any spoken language you hear. Whenever you speak, you can decide if any creatures that can hear you and know at least one language can understand what you say.

Superior Captain Magic

Prerequisites: 13th level
Choose two 4th level spells from the Bard spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Charismatic Leader

Prerequisites: 13th level
Each time you make a Charisma check, you treat a d20 roll of 7 or lower as an 8 instead.

Heroic Leader

Prerequisites: 17th level
Choose one 5th level and 6th spell from the Bard spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. You can cast this 6th level spell once a day.

Commander's Aura

Prerequisites: 17th level
Friendly creatures within 10 feet of you adds half your proficiency modifier to their saving throws.