Focusing on being the herald of the adventuring party, both representing them to the world, as well as inspiring them and reminding them of their purpose, potential, and prowess in times of stress.
|3rd||Bonus Proficiencies, Enchanting Inspiration|
|6th||Song of Courage|
When you join the College of Heraldry at 3rd level, you gain proficiency with one skill, chosen from History, Religion, Performance. You also gain expertise in one of those skills that you have proficiency in: your proficiency bonus is doubled when performing checks with the selected skill.
Also at 3rd level, you learn to imbue your inspiring words and music with deeper magic. When you give Bardic Inspiration, you may choose to spend a spell slot instead of one of your Bardic Inspiration Dice - if you do so, you may create and hand out Bardic Inspiration dice to one or more different creatures, and those dice last until your next short or long rest. The dice are d6s, and you can hand out a number of them equal to 1 + the level of the spent spell slot - you may give more than one of these to the same character, but they can only spend one die on any given roll.
Beginning at 6th level, you may spend a minute performing a moving speech or song for your allies during a short or long rest - at the end of that period, all affected characters gain some special- purpose Bardic Inspiration dice (of whatever type you normally give) until their next short or long rest:
Starting at 14th level, as a reaction to an ally within 10 feet of you that you can see attempting an attack or save, you may give them a d6 to add to that roll. You must do so before they roll the dice, and may not do so again until the end of your next turn.