Bardic Talents

### Conflicting Orders

When there are creatures within a 30-foot-radius of you, you can expend one bardic die to shout a series of confusing orders. Select a number of creatures equal to the bardic die. They must succeed a Wisdom saving throw when you use this talent or be affected by it for a number of rounds equal to the bardic die. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

* **1:** The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
* **2-6**: The creature doesn’t move or take actions this turn.
* **7-8:** The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
* **9-10**: The creature can move and act normally.

### Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend and roll one bardic die, adding the number rolled to the ability check.

### Encouragement

As a bonus action, you can expend one bardic die to lay a reassuring hand on a willing creature, offering some encouraging words, and boosting them with confidence and bravery. For the next minute the creature is immune to being frightened and gains temporary hit points equal to the number rolled on the bardic die + your Charisma modifier.

### Hilarity

As a bonus action, you can expend one bardic die to tell a joke so funny that a number of creatures equal to the bardic die within a 30-foot-range that you can see falls into fits of laughter. The targets must be able to see and hear you, and must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand for a number of rounds equal to the bardic die. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, a target can make another Wisdom saving throw. A target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.

### Inspiration

You can inspire others through stirring words or music. To do so, you expend a bardic die during a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains the Bardic die.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic die is rolled, it is lost. A creature can have only one Bardic die at a time.

### Ridicule

As an action, you can expend one bardic die to unleash a string of insults at a creature you can see within a 60 foot range. If the target can hear you, it must succeed on a Wisdom saving throw or take psychic damage equal to your bardic die roll + your Charisma modifier and has disadvantage on the next attack roll it makes before the end of its next turn.

### Rousing Tale

During a short or long rest, you can tell an enthralling tale out of mythology or folklore to one of your companions. Choose one of the following legends; the target gains the effect associated with that tale for a number of hours equal to the bardic die.

* ***The Epic of Lontan.*** The target has advantage on Constitution checks.
* ***The Tale of Flavia of Aerasala.*** The target has advantage on Strength checks.
* ***Erenod and the Wyvern.*** The target has advantage on Dexterity checks.
* ***How The Dragonfly Earned Her Wings.*** The target has advantage on Charisma checks.
* ***The Ballad of Robin Goodfellow.*** The target has advantage on Intelligence checks.
* ***Calanthius' Folly.*** The target has advantage on Wisdom checks.

### Siren's Song

As an action, you expend one bardic die to begin singing a captivating melody that lasts one minute. Choose a number of creatures within a 40-foot radius equal to the bardic die. They must make a Wisdom saving throw. On a failed save, the creature becomes charmed for one minute. While charmed, the creature is incapacitated and has a speed of 0. Affected creatures may attempt the saving throw once more at the end of each of their turns.

This talent ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

### Suggestion

After expending one bardic die, you can suggest a course of activity (limited to a sentence or two) in such a convincing manner that you can influence a creature of your choice that you can see within range and that can hear and understand you. Creatures that can’t understand the language you're speaking are immune to the effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act will not work.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability for up to 8 hours, at which point they will realize that they have been misled, and will cease pursuing it.

If you or any of your companions damage the target, the talent ends.