Bard College of Craft
You gain the ability to turn your inspiration into object: the words and phrases that run through your mind become codified in the form of extant works of art. These can be talismans, tattoos, figurines, or other small creations. Doing so takes a lot out of you, however - your pieces must speak for themselves.
The Emotional Physical
At 3rd level, you gain proficiency with one type of artisan's tools associated with your chosen craft. These might be Calligrapher's tools for tattoos, Jeweler's tools for rings, necklaces, or other jewelry, Smith's or Woodcarver's tools for figurines, or even Brewer's tools if you choose your inspiration to manifest as fine alcohol.
You also gain the ability to craft magically empowered objects using your inspiration. If you possess the appropriate tools, you may create one inspiring creation during a long rest. It must be of a tier available to you at the time of creation.
At 3rd level, you may craft Tier 1 creations, and you gain access to Tier 2 creations at level 5, Tier 3 creations at level 10, and Tier 4 creations at level 15.
To utilize an inspiring creation you must designate a present and willing creature as its bearer, which you do as the creation is being finished. You may bear your own inspiring creations.
The bearer gains a bardic inspiration die, as per your bardic inspiration feature. For each creature that bears an inspiring creation, you lose one use of your bardic inspiration. When you would regain uses of your bardic inspiration, instead each creature that bears an inspiring creation regains its bardic inspiration die.
You may craft a maximum number of inspiring creations equal to your CHA modifier. You may spend one hour destroying an inspiring creation you have created. At the end of your next short or long rest, you regain one use of bardic inspiration.
Specialist Vs. Generalist
Although the College of the Crafstman allows a player to flavor their creations as a single style of craft, some players would prefer to play as specialists, knitting a scarf here, brewing a potion there, and weaving simple tapestries for everyone else. If your player wants to play as a generalist, consider replacing the third level proficiency in a set of artisan's tools with the following feature:
You always have left-over pieces of crafting supplies in your pockets. You may treat them as a spellcasting focus.
Inspiration in Unity
At sixth level, bearers of your inspiration find power in creations even when they are gifted to others. If four or more different creatures bear your inspiring creations, when they roll a 1 or 2 on a bardic inspiration die, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Masterpiece
At 14th level, you gain the ability to craft a masterpiece: a unique creation that grants tremendous power. Doing so takes a long rest and consumes 500 gp's worth of fine materials appropriate to your craft, as well as one use of your bardic inspiration. You may only create one masterpiece at a time. You may spend one hour destroying your masterpiece. If you do, you take 5d10 psychic damage and then regain your use of bardic inspiration. You designate a bearer for them as your other inspiring creations. A creature that possesses a masterpiece may have no other inspiring creations. A creature must attune to a masterpiece as with a magical item.
Masterpieces:
The Idol. You craft with the resonant tones of religious conviction, of faith, worship, and protection.
The creature that bears the Idol cannot be frightened nor charmed, and it does not suffer from exhaustion.
When the creature that bears the Idol is dealt damage, it can prevent that damage and gain immunity from all damage dealt by its source until the end of the current turn.
The creature that bears this masterpiece must finish a short or long rest before using this ability again.
The Paragon. You craft with the clarion tones of the future, of an example to every creature's body, mind, and spirit.
The creature that bears the Paragon gets +1 to all of its attack rolls, damage rolls, ability checks, and saving throws.
When the creature that bears The Paragon scores a critical hit, up to four other creatures that it can see gain advantage on their attack rolls, ability checks, and saving throws until the end its next turn.
The creature that bears this masterpiece must finish a short or long rest before using this ability again.
The Calamity. You craft with discordant tones of disaster, of terror, power, and desolation.
The creature that bears the Calamity scores a critical hit on a roll of 19 or 20, and damage dealt by that creature ignores resistances and immunities.
The creature that bears the Calamity may use its bonus action to imbue a weapon it holds with destructive intent. The next time it deals damage to a creature with that weapon, that creature takes an additional 4d6 Psychic damage, and must make a Wisdom saving throw against your spell DC or be stunned until the end of its next turn.
The creature that bears this masterpiece must finish a short or long rest before using this ability again.
Inspiring Creations
Inspirational creations can take many forms - jewelry, alcohol, tattoos, and more, but they share the same set of qualities. When a bard of the college of craft creates one of these items, they canonize their inspiration in physical form, allowing the creation's recipient the ability to draw upon their item as they wish.
If an inspiring creation would force a creature to make a saving throw, the DC is equal to 8 + the crafter's proficiency modifier + the crafter's CHA bonus.
Choose names for your creations appropriate to the flavor of your bard.
For example, a brewer could craft a Draught of Crushing Strikes, while a jeweler could craft an Amulet of Mastery.
Tier 1
... of Deft Avoidance When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, if you expend the bardic inspiration die granted by this creation to add to that saving throw, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
... of the Holy Aegis When you expend the bardic inspiration die granted by this creation, you are under the effects of a protection from good and evil for a number of minutes equal to one half the amount rolled on the it.
... of Healing Light
When you expend the bardic inspiration die granted by this creation, you regain hit points equal to the amount rolled on it.
... of the Practical Joker
When you expend the bardic inspiration die granted by this creation, treat it as the maximum result. While you bear this creation, when you roll a 1 on d20 roll to which you add your proficiency, you must succeed on a Dexterity saving throw against the crafter's spell DC or fall prone and take psychic damage equal to the crafter's CHA modifier.
... of Crushing Blows
You may expend the bardic inspiration die granted by this creation and add it to a weapon damage roll you make. If you do, the creature that suffers that damage must make a STR saving throw or fall prone.
Tier 2
... of Mastery
When you expend the bardic inspiration die granted by this creation on a roll to which you add your proficiency bonus, double the amount rolled on it.
... of the Savant
When you expend the bardic inspiration die granted by this creation, you gain proficiency in two skills of your choice for a number of hours equal to the number rolled on the die. If the number rolled was the maximum result, add double your proficiency bonus to checks you make with those skills for the duration.
... of the Seer
When you expend the bardic inspiration die granted by this creation, you gain 120 ft. of Darkvision and are under the effects of Detect Magic for a number of minutes equal to the amount rolled on the die.
... of Surging Flame
When you expend the bardic inspiration die granted by this creation, your attacks deals additional Fire damage equal to the number rolled on it until the end of your next turn.
... of Venom
When you expend the bardic inspiration die granted by this creation and add it to an attack roll, if you hit a creature, that creature must make a CON saving throw or be poisoned for a number of rounds equal to the amount rolled on the die. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Tier 3
... of Greater Avoidance
When you are subjected to an effect that allows you to make a saving throw to take only half damage, if you expend the bardic inspiration die granted by this creation to add to that saving throw, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
... of Heaven's Wings
When you expend the bardic inspiration die granted by this creation, you gain a flying speed equal to your walking speed for a number of minutes equal to the number rolled on that die.
... of the Skinshifter
When you expend the bardic inspiration die granted by this creation, you may cast alter self as a reaction. It lasts a number of minutes equal to the amount rolled on the die.
... of Lasting Inspiration
When you expend the bardic inspiration die granted by this creation, you have advantage on all attack rolls, ability checks, and saving throws until the end of your next turn.
Tier 4
... of the Arcane Phalanx
Whenever any bardic inspiration die granted by an inspiring creation is expended, you may gain a bonus to AC equal to the number rolled on it until the end of your next turn.
... of the Mortal Strike
When you expend the bardic inspiration die granted by this creation and add it to an attack roll, if that attack hits, it is a critical hit.
... of the Gambler
Whenever you roll a 20 on a d20, you regain the bardic inspiration die granted by this creation if it is expended.
... of the Grand Magus
When you cast a spell using a spell slot of 1st level or higher, you may use your reaction to expend the bardic inspiration die granted by this creation. If the number rolled is greater than or equal to the level of spell slot expended, you regain that spell slot. Otherwise, you take 10 Pyschic damage for each pt by which the spell slot's level exceeds your die roll.
... of the Eight Point Strike
When you expend the bardic inspiration die granted by this creation and add it to an attack roll, you may use your bonus action to make a number of unarmed attacks equal to 1/2 the number rolled on it. If you do, you suffer one level of exhaustion.