Chaining Melody
When you join this college at 3rd level, your spells and abilities ignore immunity
to the charmed condition and, when a creature recovers from being charmed by
you, it has no memory of what happened during the time it was charmed. A
creature that succeeds the initial saving throw for a charm still notices that a
spell was cast.
Enthralling Voice
Additionally, at 3rd level, your voice is considered to be a Spellcasting Focus.
Furthermore, as a reaction to seeing a creature roll a saving throw against the
charmed condition within 60 feet of you, you can expend one use of your Bardic
Inspiration. Roll the Bardic Inspiration die. The creature must subtract the
number rolled from that saving throw.
Discordant Song
When you reach 6th level, as an action, you can warp the perception of any
creatures observing you for 1 minute, or until your concentration ends (as if
concentrating on a spell). Any creature that sees hears or observes you with any
other sense must pass a wisdom save equal to your spell save DC or be forced to
ignore you and forget about anything you did while singing this song once they
are no longer observing you for the duration, to any creature that observes you
as you activate this ability it is as if you vanish from reality.
If you deal damage to a creature affected by Discordant Song they can re-roll the
save to end the effect.
You can use this feature a number of times equal to your Charisma Modifier
before you must take a long rest.
Unseen Lullaby
Also at level 6, creatures can’t benefit from advantage on saving throws against
your enchantment spells, even if you are fighting them.
Domination Dirge
At level 14, as an action, you can send creatures into a magical charm. Your bard
level times your proficiency bonus plus your Charisma Score; the total is how
many hit points of creatures this feature can affect. Creatures of your choice
within 120 feet of you are affected in ascending order of their current hit points
(ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature
affected by this feature is charmed by you until your concentration ends (as if
concentrating on a spell). Subtract each creature’s hit points from the total
before moving on to the creature with the next lowest hit points. A creature’s hit
points must be equal to or less than the remaining total for that creature to be
affected.
On each of your turns, and when you use this feature, you can use your action to
mentally command any creature charmed by this feature (if you control multiple
creatures, you can command any or all of them at the same time, issuing the
same command to each one). You decide what action the creature will take and
where it will move during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue no commands, the
creature only defends itself against hostile creatures. Once given an order, the
creature continues to follow it until its task is complete.
While at least one creature is under affects of this feature, you must hold
concentration as if your were concentrating on a spell. Each time a charmed
creature takes damage, it makes a Wisdom saving throw. If the saving throw
succeeds, the feature ends for it.
Once you use this feature, you can't use it again until you finish a long rest.