Troubadour

Roguish Archetype

A non-magical bard.

Bonus Proficiencies

When you choose this archetype at level 3, you gain proficiency with one musical instrument and one skill of your choice.

Troubadouric Inspiration

You can inspire others through stirring words or music. To do so, you use 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 one Troubadouric lnspiration die, a d6. This die improves as you gain rogue levels. It becomes a d8 at level 9, a d10 at level 13, and a d12 at level 17.

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 the roll before deciding to use the Troubadouric Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Troubadouric Inspiration die is rolled, it is lost. A creature can have only one Troubadouric Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Troubadour's Savvy

Starting at 9th level, you can add half your proficiency bonus, rounded down, to any ability check that already includes your proficiency bonus.

Unerring Verve

Beginning at 13th level, you can use your charm to get yourself out of almost any situation. When a creatare that you can see within 60 feet of you makes an attack roll or a damage roll against you, you can use your reaction to expend one of your uses of Troubadouric Inspiration, rolling a Troubadouric Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or the creature does damage. The creature is immune if it can't hear you or if it's immune to being charmed.

You may also use your reaction to expend one Troubadouric Inspiration die and add the number rolled to a saving throw you make. You can wait until after the roll before deciding to use the Troubadouric Inspiration die, but must decide before the DM syas whether the roll succeeds or fails.


Irrestible Charm

At 17th level, you gain the ability to beguile others with your silver tongue. As an action, you can attempt to charm one creature you can see within 30 feet. The creature must be able to hear you and understand a language that you speak. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails, it is charmed by you for 1 hour or until you or your companions harm it. When this effect ends, the creature knows it was charmed by you. You may only use this feature once before completing a short or long rest.

Saving throw DC = 8 + your proficiency bonus + your Charisma modifier

A creature charmed in this manner is completely enthralled by you and will service you to the best of its ability. The creature is willing to risk its well-being to aid you, but will not do anything that would be obviously harmful to it.

Addtionally, you may expend 1 Troubadouric Inspiration die when you use this ability, rolling a Troubadouric Inspiration die and taking half of the total, rounded down (minimum of 1). You may either add this total to the saving throw DC or to the duration of the effect.