College of the Salesman

Bard Features

Bard Level Features 3rd Brass Tacks, Let's Make a Deal 6th Money Talks 14th This Baby Can

Brass Tacks

At 3rd level your long years of tutilage allow you to easily get on a person's good side. you gain the friends cantrip. you can use it in a different way. you can choose to cast the spell without its somantic and material components while have the effect be: "For the duration, you gain advantage on one charisma check against a creature. It does not realize you used magic to influence its mood." You can use this feature a number of times equal to your charisma modifier and you regain the uses of this feature after a long rest

Let's Make a Deal

At 3rd level, you can manipulate people in your favor with your mercantile wit. You can expend one of your uses of bardic inspiration and add the roll to any check involving the act of attempting to sell something to someone or buy something. You can also add this bonus to an attempt made to change a creature's perception of an object or a person. You can choose to do so after you roll the die for the ability cheek, but before the DM tells you whether you succeed or fail.

Money Talks

At 6th Level, you understand that currency is a universal language and can intuitively gauge exactly what's at stake. Whenever you interact with creatures that wish to give, take, buy, sell, request, or trade with you; you understand whatever language they are speaking to you in and you are considered proficient in it until the conversation is over.

You also appear as glamourous as you are rich. depending on how much capital you have, you can exude an aura that reflects exactly how much wealth you have. Certain people can gauge this aura and those that do see you in a new light might treat you differently.

This Baby Can

At 14th level, your words weave the imaginary into

existence and with a slap of the hand you can imbue

magic into any object you see fit whenever you wish.

This has multiple uses depending on what you touch but these are the base uses:





Carry: Any items that allow you to carry things within them now count as mini-bags of holding. They now cannot weigh more then 5 lbs regardless of what they contain but can still only hold the same amount of weight as they could originally.







Channel: Any spellcasting focus like items. you touch now count as a +1 version of that item as it becomes magical. You can choose to add a +1 to spell attack rolls or to Save DCs. If you use this feature on a focus that grants a +#, its number is increased by one. If it is magical but does not have a +#, it gains +1 in addition to its innate properties.





Any spellcasting focus like items. you touch now count as a +1 version of that item as it becomes magical. You can choose to add a +1 to spell attack rolls or to Save DCs. If you use this feature on a focus that grants a +#, its number is increased by one. If it is magical but does not have a +#, it gains +1 in addition to its innate properties. Heal: Any potion that restores health you touch now heals its average amount of hit points or higher.





Any potion that restores health you touch now heals its average amount of hit points or higher. Illuminate: Any items that provides light now only projects bright light equal to the distance of dim light it provided.





Any items that provides light now only projects bright light equal to the distance of dim light it provided. Kill: Any weapon like objects you touch now count as a +1 version of that item as it becomes magical. When you use this feature on ammunition, the ammunition breaks after it is fired once and now longer counts against your number of enchanted objects. If you use this feature on a weapon that grants a +#, its number is increased by one. If it is magical but does not have a +#, it gains +1 in addition to its innate properties.





Any weapon like objects you touch now count as a +1 version of that item as it becomes magical. When you use this feature on ammunition, the ammunition breaks after it is fired once and now longer counts against your number of enchanted objects. If you use this feature on a weapon that grants a +#, its number is increased by one. If it is magical but does not have a +#, it gains +1 in addition to its innate properties. Protect: Any armor or shield like objects you touch now count as a +1 version of that item as it becomes magical. If you use this feature on armor that grants a +#, its number is increased by one. If it is magical but does not have a +#, it gains +1 in addition to its innate properties.





Any armor or shield like objects you touch now count as a +1 version of that item as it becomes magical. If you use this feature on armor that grants a +#, its number is increased by one. If it is magical but does not have a +#, it gains +1 in addition to its innate properties. Restrain: Any rope, manacle, or chain like objects you touch gain a bonus to their escape DC equal to your proficiency bonus & gain bonus health equal to your bard level.

If you wish to use a feature that is not on this list, please consult your DM. You can have a number of items enhanced in this way equal to double your proficiency modifier. When you enchant over this number, the oldest item you touched returns to its default state.