Bardic College of the Gentleman and Lady

To some travelers, the innermost secret caverns of the humanoid heart are the most intrepid non- jewel-encrusted caverns to explore. These travelers are called Gentlemen, or Ladies. They are comedians and jokesters wrapped in the skin of heartthrobs and Casanovas (not literally, that would be gross). These charming travelers and purveyors of romantic miracles depend on their charm and good humor to see themselves through to the next all-you-can-eat pancake breakfast. Whether it be a charming smile, a clever quip, or a catchphrase that dangerously dips its toes into the clear, cool waters of annoying repetition, the Gentleman, or Lady will always find a way to rise above any challenge and inspire their companions to greater feats.

Fancy Clothes

Starting at 3rd level, while you are wearing no armor and not wielding a shield, but are wearing a set of fine clothes worth at least 15 gp, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Catchphrase & Punchline

At 3rd level, you create a personal catchphrase. A Gentleman, or Lady must speak it aloud to their allies and from that moment onwards, their signature catchphrase is born.

Catchphrase. You can use your reaction to roll a Bardic Inspiration die when a creature who is within 60 feet of you that can hear you rolls an ability check, attack roll, or saving throw. You can wait until after the crearure rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. In order to use this ability, you must not have used your bonus action to inspire a creature on your previous turn.

A Gentleman, or Lady also gain their signature punchline, a humorous phrase to confound their enemies.

Punchline. You gain the vicious mockery cantrip if you don't already know it. Additionally, the damage die when you cast vicious mockery changes to match your Bardic Inspiration die.

"I'm on a Horse."

Beginning at 6th level, you can spend an action to cast the find steed spell. When casting the spell in this way, the summoned creature appears in your space, instead of an unoccupied one, with you automatically mounting it. Once you use this feature, you can't do so again until you finish a long rest.

Mr. & Ms. Wolfdog

Starting at 14th level, you can use your action to magically assume the shape of a wolf. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in your wolf form for a number of hours equal to half your bard level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn, you automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:

• Your game statistics are replaced by the statistics of the wolf, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the wolf.

• When you transform, you assume the wolf's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

• You can cast spells, and speak normally while in wolf form. Transforming also doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell.

• You retain the benefit of any features from your class, race, or other source and can use them if the wolf form is physically capable of doing so. Additionally, you can use any of your special senses even if your wolf form doesn't have that sense.

• You choose whether your equipment falls to the ground in your space, merges into your wolf form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the wolf form to wear a piece of equipment, based on the equipment's shape and size. Your equipment doesn't change size or shape to match the wolf form, and any equipment that the wolf form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.