You have the ability to cloak yourself in a fey magic that makes others want to serve you. You cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for the duration. During this time you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can't use it again until you finish a long rest.
You can charge your performance with seductive fey magic.
You can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of your performance, choose a number of humanoids within range who watched and listened to all of it, up to a number equal to you Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on the target after the duration, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If the target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can't use it again until you finish a short or a long rest.
You have the ability to weave a song of fey magic that imbues your allies with vigor and speed.
You can expend one use of your Bardic inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within range, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
You have the ability to use musical notes or words of power to disrupt mind influencing effects. Start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within range have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated, silenced, or if you voluntarily end it.
You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures gains an extra Song of Rest die.
You can inspire others through stirring words or music. To do so, choose one creature other than yourself who can hear you. That creature gains one Bardic Inspiration die.
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 Inspiration die, bur must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.