College of the Planar Troubador

### Bound for Greatness

You're sick of hearing it from your fellow bards: *I'm going to play all the courts in the land!* Well, that's fine for your bog-standard fiddler or half-decent vocalist. But for your talents, why stop at playing all the courts in the land? What of the shadowfell? The elemental planes? Why not play your music for the gods in their own living room? With a few well-placed connections and a lot of practice, you just might be able to ride the music there.

### On the Shoulders of Giants

The idea of the self-made bard is quite frankly a non-starter, darling. You only get to perform for the best by performing for your betters, and performing for your betters by stealing the hearts and minds of your common folk. As you go along your way, you will want to garner admiration, gifts, favors, boons, and maybe even a few well-planned scandals to boost you ever upward in the esteem of the well-off and well-known.

### Friends in High Places

When you subscribe to this College at 3rd level, you are approached by several admirers in disguise; an Efreet, a Marid, a Dao, and a Djinn. These fearsome individuals have been swept away by your performance, and are willing to occasionally arrange aid for you, so long as they have your esteem and discretion. When you expend a use of your Bardic Inspiration on an ally, you gain one of the following effects:

* Until the end of your next turn, you are resistant to one of the following damage types: Fire, Cold, Thunder, Force.
* Until the end of your next turn, your weapon attacks are considered magical, and do one of the following damage types: Fire, Cold, Thunder, Force.

### Well Traveled

When you join the College of the Planar Troubadour at 3rd level, you learn three extra-planar languages of your choice. You know the Detect Good and Evil spell, and may cast it once a day without expending a spell slot. You may cast it additional times if you spend the proper spell slots.

### Friends from Farther Shores

Starting at 6th level, your list of extraplanar contacts has grown even larger, courtesy of your friendship with those from the Feywild, Shadowfell, Astral Plane and Ethereal Plane. When you use bardic inspiration on an ally, the boons of yet more far-afield realms are available for you. Instead of choosing from your Friends in High Places options, you may instead choose one of the following effects:

* Until the end of your next turn, if an enemy attempts to attack you, they must roll a Charisma saving throw against your spell save DC. On a failure, they must choose a different target to attack.
* Until the start of your next turn, you may take the Hide action as a bonus action, and have advantage on Stealth rolls.
* Until the end of your next turn, if you are reduced to or past 0 hit points, you are instead reduced to 1 HP. Once this feature is used, it expires, and you would take damage normally.
* Until the end of your next turn, you have a certain superiority over AOE spells; when you are targeted with a damaging magical AOE spell (such as fireball), on a successful saving throw, you take no damage, and on a failure, you take half damage.

Once you have used one of your Friends from Farther Shores features, you may not use any Friends from Farther Shores features until you complete a short rest.

### The Cunning Fox

As a bard accustomed to thinking on your feet, you've picked up unprecedented reaction time in combat. Once per long rest, you may cast a spell as a reaction.

### Powerful Contacts

Starting at 14th level, even the darkened realms and heavenly host have enjoyed your performances, and are prepared to lend their air to secure your esteem, or perhaps, discretion. From such far-off places as Mount Celestia, The Abyss, the Nine Hells, and the Beastlands, fans abound. Rather than choosing options from your Friends in High Places and Friends from Farther Shores features, you may choose one of the following when you grant an ally Bardic Inspiration:

* You cast the Summon Celestial spell. This costs you neither components nor spell slots.
* You cast the Danse Macabre spell. This costs you neither components nor spell slots.
* You cast the Circle of Power spell. This costs you neither components nor spell slots.
* You cast the Commune With Nature spell. This costs you neither components nor spell slots.

Once you have used one of your Powerful Contacts features, you may not use any Powerful Contacts features until you complete a long rest. You may also not use the same feature for three days after you use it.