Use magical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 ft of you have advantage on saving throws against being Frightened or Charmed. This performance ends early if you are Incapacitated or silenced or if you voluntarily end it.
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 by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level and to 1d12 at 17th level.
Use your wit to distract, confuse and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check or a damage roll you can use your reaction to roll a Bardic Inspiration die and subtract the number rolled from the creatures roll.