College of Negotiation
A Bard College
Sometimes words can be more powerful than the sword. The Bard can use their silver tongue to talk down a creature and avoid the need for bloodshed. The negotiator understands how powerful words are, but knows that sometimes you just have to fight.
Being able to talk to a hostile creature in their native language goes a long way in developing a rapport with them. At 3rd level, you are able to learn three additional languages of your choice.
Also at 3rd level, you have learned how to defuse a tough situation with your words. As an action on your turn, you can expend a use of your Bardic Inspiration and cause a number of creatures equal to your Charisma modifier (minimum of one) to make a Wisdom saving throw against your Bard Spell DC. On a failed save, the creatures are listening so intently to your words that on their next attack roll they must subtract your Bardic Inspiration from their attack roll. On a success, they are unaffected.
The creature is immune if it can't hear you or if it's immune to being charmed.
At 6th level, you can now choose their next attack roll, ability check or saving throw. You must choose which when you take this action and it must be the same for all creatures you are targeting.
Keep Them Laughing
You now have learned how to use humor to diffuse a tough situation. At 6th level you can use you action to make a funny joke, satirical performance or something else humorous directed at a creature of your choice within 30 feet of you. The target must succeed on a Wisdom saving throw against your Bard Spell DC or become so overcome with laughter that they are incapacitated for a number of rounds equal to your Charisma modifier (minimum of one). The target can repeat the saving throw at the end of their turn.
The creature is immune if it can't hear or see you, or if it's immune to being charmed. This ability can be used once per short rest.
Rob Rey - Tavern Bard, Player's Handbook, pg. 120
Your silver tongue has a natural charming effect that makes people unwittingly tell you their greatest desires. At 14th level, you can spend 1 minute talking and charming one humanoid within 30 feet of you. The target must be able to see and hear you, and must stay within range for the full duration.
At the end of your performance or speech, they must succeed on a Wisdom saving throw against your Bard Spell DC or become charmed and will be willing to reveal their greatest desires. The target will treat you like a close and trusted friend, and will be extremely amiable to your suggestions and commands, so long as it does not put them in danger or makes them do something against their general alignment, like killing a loved one or stealing from a merchant if they are typically a lawful good creature.
This effect ends on the target after 8 hours, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. At the end of the 8 hours, the creature will not realize they were charmed but might be confused as to why they trusted you so much.
If a 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 long rest.