At level 3 the bard gives life to a series of songs that inspire allies. Use your Action to start a song then you must spend your Action on each of your turn to continue it. You can make some actions such as extracting, passing or using an object if you have at least a free hand. During the performance you can't use the Attack Action or Concentration Spells because you are already concentrated to sing (no concentration saving throws required). The songs gives his power in a 30 foot radius sphere targeting allies (bard included) or enemies who can hear you. All songs last 1 minute and the effect end if you are paralyzed, asleep, incapacitated, muted, stunned or you stop it (requires no action). If an ally or enemy goes beyond the song range he loses all benefits or afflictions but can still hear it up to 90 feet. At level 3 you learn one song and then another one at level 6th and 14th. Each time you learn a new song you can replace one you know.

Liturgical Song Spending a Bardic Inspiration die the bard perform a Gregorian Singing that instill peace and tranquility in those who listen him. As long as the bard continues singing he can use his reaction to allow an ally that are making the Attack Action against an undead, devil or demon to add his Proficiency Bonus on a damage roll. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: allied weapons are infused with divine light and gains 1D6 radiant damage extra on the first attack each turn. This damage enhance when u reach certain levels in the bard class: 1D8 at level 5th, 1D10 at level 10th, 1D12 at level 15th

Battle Song Spend a Bardic Inspiration die to perform an epic and rhythmic song that inspires allies who gain temporary hit points equal to your Charisma modifier + Proficiency Bonus. The hit points remain as long as the bard continues his performance and allies remains within the song range. These temporary hit points are given only once, when the song start. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: as long as the allies have your temporary hit points they can use a bonus action with an advantage to make one attack as a bonus action before the song ends.

Narrative Song Spending a Bardic Inspiration die you inspires an ally (that you can see and he must hear you) with this song in his honor. The ally can use his bonus action to remove a disadvantage if he is not incapacitated or deafened. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: You can use your reaction to give him a +2 on the first Attack Roll.

Hope Song Spend a Bardic Inspiration Die to give hope at your wounded allies. Allies that have 0 hp and are under the effect of this song become stable. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: you can use your reaction to inspire an ally (that you can see and he can hear you) that suffers damages, he can make a DC 15 Wisdom Saving Throw, on a successful save remain with 1 hit points instead of fall. After an ally fail or succeed the Saving Throw he can't be affected again by this effect before a short or long rest.

Charming Song Each humanoids of your choise under the effect of this song must make a Wisdom Saving Throw (with advantage if they are hostile) against your Spell Save DC. On a failed save they become charmed until the song ends. At the start of his turn a humanoid can repeat the Saving Throw. You can't use this feature again until you finish a long rest. You can use this song against Ghosts, Sword Wraiths and any other humanoid ghost.